The RGB channels continue to uniquely identify textures; the alpha channel is always 1.0.
This isn't terribly useful in and of itself, but will allow me to use the unique color for the border color in the next patch. Cc: Marek Olšák <[email protected]> Cc: Chris Forbes <[email protected]> Cc: Ian Romanick <[email protected]> Signed-off-by: Kenneth Graunke <[email protected]> --- tests/texturing/max-samplers.c | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/tests/texturing/max-samplers.c b/tests/texturing/max-samplers.c index ccef4a1..c8de624 100644 --- a/tests/texturing/max-samplers.c +++ b/tests/texturing/max-samplers.c @@ -87,6 +87,7 @@ get_texture_color(int unit, float out[3]) out[0] = (unit % 16) / 15.0; out[1] = (unit / 16) / 15.0; out[2] = 0; + out[3] = 1; } static void @@ -140,7 +141,7 @@ draw_rect_core(int ix, int iy, int iw, int ih) static GLboolean probe_pixel(int unit, int x, int y) { - float expected[3]; + float expected[4]; get_texture_color(unit, expected); @@ -201,7 +202,7 @@ static void set_texture(int unit) { GLuint tex; - float color[3]; + float color[4]; get_texture_color(unit, color); -- 1.8.5.2 _______________________________________________ Piglit mailing list [email protected] http://lists.freedesktop.org/mailman/listinfo/piglit
