Lesson of the Day
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OpenGL contexts have maximum viewport sizes. If you attempt to exceed the maximum size by, say, calling glViewport() with a size greater than that, you'll get incomplete drawing and weird corruption. This is particularly bad if you're using OpenGL as an interface element in a resizable window. To fix it, call glGetIntegerv(GL_MAX_VIEWPORT_DIMS, dims) to get the max viewport size, then limit your window's size to make sure you never exceed it.
This is probably obvious to some people, but I only just discovered it today and fixed a bug that's been in the affected (as-yet-unshipped) app for months.
That is all.
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