If I'm using a negative viewport in Vulkan to flip to OpenGL orientation, should I do something to scissor calculations too if I'm expecting behavior similar to OpenGL?
If I'm using a negative viewport in Vulkan to flip to OpenGL orientation, should I do something to scissor calculations too if I'm expecting behavior similar to OpenGL?
The scissor rectangles are specified in framebuffer coordinates, which are the post-viewport coordinates of a fragment. So even if you negate the viewport rectangles, the scissor boxes won't need to change.
Of course, that means you don't get OpenGL behavior. But it shouldn't be difficult to do some simple match from OpenGL coordinates to Vulkan framebuffer coordinates.