I'd like to know how a Direct3D Device or OpenGL context will know in which portion of the window to render its contents.
In the case of Direct3D, if I create a viewport midscreen, leaving borders outside, will the rendering interfere with the rest of the widgets around it?
How does it work with OpenGL?
As a bonus, why was it so hard to use D3D with Qt, for example, if D3D respected its viewport space and Qt were informed not to render in the viewport area? I know now it's not hard to get those to play along together anymore, but I recall it was tricky sometime ago.
Anyone?