unique_jack
          Rather than using the scissor test for clipping a region I’d like to use the stencil test since I’d like to transform it.
This is the code I’ve been writing so far:
[code]            graphics->SetStencilTest(true);
graphics->SetColorWrite(false);
        Urho3D::VertexBuffer vertices(context_);
        vertices.SetSize(4, Urho3D::MASK_POSITION, true);
        float* vBuf = (float*) vertices.Lock(0, 4, true);
        // Vertex 1
        vBuf[0] = scissors_.left_;
        vBuf[1] = scissors_.top_;
        vBuf[2] = 0.f;
        // Vertex 2
        vBuf[3] = scissors_.left_;
        vBuf[4] = scissors_.bottom_;
        vBuf[5] = 0.f;
        // Vertex 3
        vBuf[6] = scissors_.right_;
        vBuf[7] = scissors_.bottom_;
        vBuf[8] = 0.f;
        // Vertex 4
        vBuf[9] = scissors_.right_;
        vBuf[10] = scissors_.top_;
        vBuf[11] = 0.f;
        vertices.Unlock();
        Urho3D::IndexBuffer indices(context_);
        indices.SetSize(4, true);
        int* iBuf = (int*)indices.Lock(0, 4, true);
        iBuf[0] = 1;
        iBuf[1] = 2;
        iBuf[2] = 0;
        iBuf[3] = 3;
        indices.Unlock();
        
        graphics->SetVertexBuffer(&vertices);
        graphics->SetIndexBuffer(&indices);
        // Render using Stencil Shader
        graphics->SetShaders(vs, ps);
        if (graphics->NeedParameterUpdate(Urho3D::SP_OBJECT, this))
            graphics->SetShaderParameter(Urho3D::VSP_MODEL, Urho3D::Matrix3x4(stack_.Back()));
        if (graphics->NeedParameterUpdate(Urho3D::SP_CAMERA, this))
            graphics->SetShaderParameter(Urho3D::VSP_VIEWPROJ, projection);
        graphics->Draw(Urho3D::TRIANGLE_STRIP, 0, 4, 0, 4);
        graphics->SetColorWrite(true);
        
        // Render textures using 2D shader...
[/code]
However it doesn’t seem to work, the texture is always visible, maybe I forgot to set some other stuff?