public void DisableScissor() { scissorState.Pop(); Flush(); if (renderType == RenderType.World) { // Restore previous scissor rect if (scissorState.Any()) { worldBuffer.EnableScissor(scissorState.Peek()); } else { worldBuffer.DisableScissor(); } } else { // Restore previous scissor rect if (scissorState.Any()) { var rect = scissorState.Peek(); Context.EnableScissor(rect.X, rect.Y, rect.Width, rect.Height); } else { Context.DisableScissor(); } } }