[Piglit] [PATCH 1/3] copyteximage: drop redundant z=0, w=1 initialization
Erik Faye-Lund
kusmabite at gmail.com
Mon Aug 24 13:38:27 PDT 2015
We can just ask OpenGL to use the default values instead.
Signed-off-by: Erik Faye-Lund <kusmabite at gmail.com>
---
tests/texturing/copyteximage.c | 24 ++++--------------------
1 file changed, 4 insertions(+), 20 deletions(-)
diff --git a/tests/texturing/copyteximage.c b/tests/texturing/copyteximage.c
index af65d5f..48b2263 100644
--- a/tests/texturing/copyteximage.c
+++ b/tests/texturing/copyteximage.c
@@ -305,39 +305,31 @@ static GLvoid
draw_rect_tex_3d(float x, float y, float w, float h,
float tx, float ty, float tz, float tw, float th)
{
- float verts[4][4];
+ float verts[4][2];
float tex[4][3];
verts[0][0] = x;
verts[0][1] = y;
- verts[0][2] = 0.0;
- verts[0][3] = 1.0;
tex[0][0] = tx;
tex[0][1] = ty;
tex[0][2] = tz;
verts[1][0] = x + w;
verts[1][1] = y;
- verts[1][2] = 0.0;
- verts[1][3] = 1.0;
tex[1][0] = tx + tw;
tex[1][1] = ty;
tex[1][2] = tz;
verts[2][0] = x;
verts[2][1] = y + h;
- verts[2][2] = 0.0;
- verts[2][3] = 1.0;
tex[2][0] = tx;
tex[2][1] = ty + th;
tex[2][2] = tz;
verts[3][0] = x + w;
verts[3][1] = y + h;
- verts[3][2] = 0.0;
- verts[3][3] = 1.0;
tex[3][0] = tx + tw;
tex[3][1] = ty + th;
tex[3][2] = tz;
- glVertexPointer(4, GL_FLOAT, 0, verts);
+ glVertexPointer(2, GL_FLOAT, 0, verts);
glTexCoordPointer(3, GL_FLOAT, 0, tex);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
@@ -356,26 +348,18 @@ draw_rect_tex_3d(float x, float y, float w, float h,
static GLvoid
draw_rect_tex_cube_face(float x, float y, float w, float h, int face)
{
- float verts[4][4];
+ float verts[4][2];
verts[0][0] = x;
verts[0][1] = y;
- verts[0][2] = 0.0;
- verts[0][3] = 1.0;
verts[1][0] = x + w;
verts[1][1] = y;
- verts[1][2] = 0.0;
- verts[1][3] = 1.0;
verts[2][0] = x + w;
verts[2][1] = y + h;
- verts[2][2] = 0.0;
- verts[2][3] = 1.0;
verts[3][0] = x;
verts[3][1] = y + h;
- verts[3][2] = 0.0;
- verts[3][3] = 1.0;
- glVertexPointer(4, GL_FLOAT, 0, verts);
+ glVertexPointer(2, GL_FLOAT, 0, verts);
glTexCoordPointer(3, GL_FLOAT, 0, cube_face_texcoords[face]);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
--
2.1.4
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