Elmuowo
(Elmu)
November 10, 2016, 3:04pm
5
Yeah this ain’t a bug it’s intended behaviour.
The reason that this wasn’t handled at the time is the case of rotated objects inside of rotated objects.
Clipping rotated objects inside of unrotated objects isn’t particularly hard (But still non-trivial), but once you introduce a rotated clipping region it becomes a lot more tricky to implement things efficiently, and it would have significant performance implications that would not be immediately obvious to the developer using it.
I’m sure that the feature will come eventually in some form for the sake of completeness, but it’s definitely one of those “eventually” features that I don’t expect to see it the near future.
More information here
Clipping isn’t as easy as you’re making it out to be: A GUI can be visible in a clipping parent even if none of it’s vertices are inside of that parent, and it can also be visible even if none of the parent’s vertices are inside of it. And, the hard part is that for an arbitrarily rotated hierarchy of GUIs, you may end up with an effectively arbitrary convex polygon clipping region for a given GUI. In one approach you would end up doing a bunch of operations of clipping an arbitrary polygon wit…
EDIT:
I found all this by simply searching “ClipsDescendants” in the forum search, and that thread was the first one that came up.
You might want to search before posting new threads