Use quads instead of lines to ensure this is testing stencil functionality

rather than rasterization.  A crutch to hw with wonky line
rasterizers.
This commit is contained in:
Keith Whitwell 2004-02-04 15:27:39 +00:00
parent 867fa0b572
commit 72aeea4eea

View file

@ -13,7 +13,7 @@
static void RunTest(void)
{
const GLenum prim = GL_LINES;
const GLenum prim = GL_QUAD_STRIP;
GLubyte val;
int bits, max, i;
GLboolean failed;
@ -33,7 +33,8 @@ static void RunTest(void)
for (i = 1; i < max+10; i++) {
int expected = (i > max) ? max : i;
glBegin(prim);
glVertex2f(0.5, 0.5); glVertex2f(9.5, 0.5);
glVertex2f(0, 0); glVertex2f(10, 0);
glVertex2f(0, 10); glVertex2f(10, 10);
glEnd();
glReadPixels(0, 0, 1, 1, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, &val);
@ -55,7 +56,8 @@ static void RunTest(void)
for (i = 1; i < max+10; i++) {
int expected = i % (max + 1);
glBegin(prim);
glVertex2f(0.5, 0.5); glVertex2f(9.5, 0.5);
glVertex2f(0, 0); glVertex2f(10, 0);
glVertex2f(0, 10); glVertex2f(10, 10);
glEnd();
glReadPixels(0, 0, 1, 1, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, &val);
if (val != expected) {
@ -76,7 +78,8 @@ static void RunTest(void)
for (i = max-1; i > -10; i--) {
int expected = (i < 0) ? 0 : i;
glBegin(prim);
glVertex2f(0.5, 0.5); glVertex2f(9.5, 0.5);
glVertex2f(0, 0); glVertex2f(10, 0);
glVertex2f(0, 10); glVertex2f(10, 10);
glEnd();
glReadPixels(0, 0, 1, 1, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, &val);
if (val != expected) {
@ -95,7 +98,8 @@ static void RunTest(void)
for (i = max-1; i > -10; i--) {
int expected = (i < 0) ? max + i + 1: i;
glBegin(prim);
glVertex2f(0.5, 0.5); glVertex2f(9.5, 0.5);
glVertex2f(0, 0); glVertex2f(10, 0);
glVertex2f(0, 10); glVertex2f(10, 10);
glEnd();
glReadPixels(0, 0, 1, 1, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, &val);
if (val != expected) {