Not only does it makes sense to centralize the setting of viewport and
scissor, but it's actually necessary in order to fix the upside-down
rendering on windows.
Only 64-bit windows is tested, and there are still various failures, but
QF is limping along in windows again.
nq-sdl works for sw, and sw32, gl and glsl are mostly black (but not
entirely for gl?), vulkan is not supported with sdl.
nq-win works for sw and sw32, and sort of for vulkan (very dark and
upside-down?). gl and glsl complain about vid mode,
qw-client-[sdl,win] seem to be the same, but something is wrong with the
console (reading keyboard input).
Still "some" more to go: a pile to do with transforms and temporary
entities, and a nasty one with host_cbuf. There's also all the static
block-alloc lists :/
It's a tad bogus as it's the lights close to the camera, but it should
at least be a good start once things are working. There's currently
something very wrong with the state of things.
It turned out the msaa setting defaulting to 1 instead of 8 was the
problem no idea why at this stage (need to read up on just how that
setting works). Once I understand just how it works, I'll rework the
msaa handling.