indexing description: "[ A viewport connects a camera and a render target (usually a window or a texture). The viewport basically is the rectangular area on the render target where the image is drawn. The viewport is specified with x,y coordinates for the upper left corner and a width and height. Ensure that the viewport and the camera have the same aspect ratio to avoid distortion, unless you want it... Viewports have a z-Order to resolve conflicts if one or more viewports overlap. ]" date: "$Date$" revision: "$Revision$" class EM3D_VIEWPORT -- INFO: -- Be aware while implementing this class that OpenGL glViewport uses the lower left corner. -- But I think EM3D should be consistent with the SDL 2D drawing stuff and therefor use the upper left corner. feature -- Access feature -- Measurement feature -- Status report feature -- Status setting feature -- Cursor movement feature -- Element change feature -- Removal feature -- Resizing feature -- Transformation feature -- Conversion feature -- Duplication feature -- Miscellaneous feature -- Basic operations feature -- Obsolete feature -- Inapplicable feature {NONE} -- Implementation invariant invariant_clause: True -- Your invariant here end