[Piglit] [PATCH] arb_texture_view: fix order of vertices in draw_3d_depth()

Eric Anholt eric at anholt.net
Thu Dec 14 20:15:08 UTC 2017


Brian Paul <brianp at vmware.com> writes:

> 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};

This matches the ordering that other callers of
piglit_draw_rect_from_arrays() use.

Reviewed-by: Eric Anholt <eric at anholt.net>


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