Brian Paul <[email protected]> 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 <[email protected]>
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