FLUSH_VERTICES(ctx, 0);
FLUSH_CURRENT(ctx, 0);
- z2 = CLAMP(z, 0.0F, 1.0F) * (ctx->Viewport.Far - ctx->Viewport.Near)
- + ctx->Viewport.Near;
+ z2 = CLAMP(z, 0.0F, 1.0F)
+ * (ctx->ViewportArray[0].Far - ctx->ViewportArray[0].Near)
+ + ctx->ViewportArray[0].Near;
/* set raster position */
ctx->Current.RasterPos[0] = x;