y2scr_pos(render_priv, render_priv->state.clip_y1);
}
+ if (render_priv->state.explicit) {
+ // we still need to clip against screen boundaries
+ double zx = x2scr_pos_scaled(render_priv, 0);
+ double zy = y2scr_pos(render_priv, 0);
+ double sx = x2scr_pos_scaled(render_priv, render_priv->track->PlayResX);
+ double sy = y2scr_pos(render_priv, render_priv->track->PlayResY);
+
+ render_priv->state.clip_x0 = render_priv->state.clip_x0 < zx ? zx : render_priv->state.clip_x0;
+ render_priv->state.clip_y0 = render_priv->state.clip_y0 < zy ? zy : render_priv->state.clip_y0;
+ render_priv->state.clip_x1 = render_priv->state.clip_x1 > sx ? sx : render_priv->state.clip_x1;
+ render_priv->state.clip_y1 = render_priv->state.clip_y1 > sy ? sy : render_priv->state.clip_y1;
+ }
+
calculate_rotation_params(render_priv, &bbox, device_x, device_y);
render_and_combine_glyphs(render_priv, device_x, device_y);