[Piglit] [PATCH] arb_texture_view: fix order of vertices in draw_3d_depth()
Brian Paul
brianp at vmware.com
Wed Dec 13 15:46:35 UTC 2017
The vertices are drawn with a GL_TRIANGLE_STRIP. As it was, the
order of the 3rd and 4th vertices caused us to render a "twisted"
quad. With this change, a true quad is drawn.
llvmpipe passes as it did before. NVIDIA's driver still fails the test.
---
tests/spec/arb_texture_view/common.c | 12 ++++++------
1 file changed, 6 insertions(+), 6 deletions(-)
diff --git a/tests/spec/arb_texture_view/common.c b/tests/spec/arb_texture_view/common.c
index fc18bbc..f2453f5 100644
--- a/tests/spec/arb_texture_view/common.c
+++ b/tests/spec/arb_texture_view/common.c
@@ -105,13 +105,13 @@ void
draw_3d_depth(float x, float y, float w, float h, int depth)
{
const GLfloat vertices[16] = {x, y, depth, 0.0,
- x+w, y, depth, 0.0,
- x+w, y+h, depth, 0.0,
- x, y+h, depth, 0.0};
+ x+w, y, depth, 0.0,
+ x, y+h, depth, 0.0,
+ x+w, y+h, depth, 0.0};
const GLfloat texcoords[8] = {0.0, 0.0,
- 1.0, 0.0,
- 1.0, 1.0,
- 0.0, 1.0};
+ 1.0, 0.0,
+ 0.0, 1.0,
+ 1.0, 1.0};
piglit_draw_rect_from_arrays(vertices, texcoords, false, 1);
}
--
1.9.1
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