private IDisposable establishFrameBufferViewport() { // Disable masking for generating the frame buffer since masking will be re-applied // when actually drawing later on anyways. This allows more information to be captured // in the frame buffer and helps with cached buffers being re-used. RectangleI screenSpaceMaskingRect = new RectangleI((int)Math.Floor(screenSpaceDrawRectangle.X), (int)Math.Floor(screenSpaceDrawRectangle.Y), (int)frameBufferSize.X + 1, (int)frameBufferSize.Y + 1); GLWrapper.PushMaskingInfo(new MaskingInfo { ScreenSpaceAABB = screenSpaceMaskingRect, MaskingRect = screenSpaceDrawRectangle, ToMaskingSpace = Matrix3.Identity, BlendRange = 1, AlphaExponent = 1, }, true); // Match viewport to FrameBuffer such that we don't draw unnecessary pixels. GLWrapper.PushViewport(new RectangleI(0, 0, (int)frameBufferSize.X, (int)frameBufferSize.Y)); GLWrapper.PushScissor(new RectangleI(0, 0, (int)frameBufferSize.X, (int)frameBufferSize.Y)); GLWrapper.PushScissorOffset(screenSpaceMaskingRect.Location); return(new ValueInvokeOnDisposal <BufferedDrawNode>(this, d => d.returnViewport())); }