Clip spans are rendered using identify transform in OpenGL, whereas in Metal, last set transform is used. This results in erroneous clip in some scenarios.
Metal does not have pushMatrix and popMatrix equivalent APIs. Hence, the transformation matrix needs to be saved and restored using a temporary MTLTransform object.
Metal does not have pushMatrix and popMatrix equivalent APIs. Hence, the transformation matrix needs to be saved and restored using a temporary MTLTransform object.