From: Mathias Fröhlich <mathias.froehl...@web.de>

When setting the _mesa_prim::mode field we always filter out
all non OpenGL primitive mode bits. So this tested bit cannot be
there anymore and the test evaluates to zero.
The zero is removed with the next patch to ease review.

Signed-off-by: Mathias Fröhlich <mathias.froehl...@web.de>
---
 src/mesa/vbo/vbo_save_loopback.c | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

diff --git a/src/mesa/vbo/vbo_save_loopback.c b/src/mesa/vbo/vbo_save_loopback.c
index 36b1f71eb5..5d4d9c574e 100644
--- a/src/mesa/vbo/vbo_save_loopback.c
+++ b/src/mesa/vbo/vbo_save_loopback.c
@@ -227,7 +227,7 @@ _vbo_loopback_vertex_list(struct gl_context *ctx,
    const struct _mesa_prim *prims = node->prims;
    const GLuint prim_count = node->prim_count;
    for (GLuint i = 0; i < prim_count; i++) {
-      if ((prims[i].mode & VBO_SAVE_PRIM_WEAK) && _mesa_inside_begin_end(ctx)) 
{
+      if ((0) && _mesa_inside_begin_end(ctx)) {
          loopback_weak_prim(ctx, &prims[i]);
       } else {
          loopback_prim(ctx, buffer, &prims[i], wrap_count, stride, la, nr);
-- 
2.17.2

_______________________________________________
mesa-dev mailing list
mesa-dev@lists.freedesktop.org
https://lists.freedesktop.org/mailman/listinfo/mesa-dev

Reply via email to