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@ -589,7 +589,7 @@ constexpr struct {
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/* Minor differences on ARM Mali */ |
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0.67f, 0.01f}, |
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#endif |
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{"bind with offset, w/o GS", "multidraw-wireframe-nogeo2D.tga", |
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{"bind with offset, wireframe w/o GS", "multidraw-wireframe-nogeo2D.tga", |
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MeshVisualizerGL2D::Flag::Wireframe|MeshVisualizerGL2D::Flag::NoGeometryShader, |
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1, 1, 16, |
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/* Minor differences on ARM Mali */ |
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@ -2775,7 +2775,7 @@ template<MeshVisualizerGL2D::Flag flag> void MeshVisualizerGLTest::renderObjectV
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shader.setColor(0xffff00_rgbf) |
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.setTransformationProjectionMatrix(Matrix3::projection({2.1f, 2.1f})); |
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/* OTOH the wireframe color should stay at full channels, not mixed */ |
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if(data.flags3D & MeshVisualizerGL3D::Flag::Wireframe) |
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if(data.flags2D & MeshVisualizerGL2D::Flag::Wireframe) |
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shader.setWireframeColor(0xffffff_rgbf); |
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/* For vertex ID we don't want any repeat/wraparound as that causes
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disruptions in the gradient and test failures. There's 17 vertices |
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@ -2799,7 +2799,7 @@ template<MeshVisualizerGL2D::Flag flag> void MeshVisualizerGLTest::renderObjectV
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}}; |
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MeshVisualizerMaterialUniform materialUniformData[1]; |
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materialUniformData->setColor(0xffff00_rgbf); |
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if(data.flags3D & MeshVisualizerGL3D::Flag::Wireframe) |
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if(data.flags2D & MeshVisualizerGL2D::Flag::Wireframe) |
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materialUniformData->setWireframeColor(0xffffff_rgbf); |
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if(data.flags2D & MeshVisualizerGL2D::Flag::VertexId) |
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materialUniformData->setColorMapTransformation(1.0f, -1.0f/17.0f); |
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@ -2906,12 +2906,12 @@ template<MeshVisualizerGL3D::Flag flag> void MeshVisualizerGLTest::renderObjectV
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Matrix4::rotationX(15.0_degf)) |
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.setProjectionMatrix(Matrix4::perspectiveProjection(60.0_degf, 1.0f, 0.1f, 10.0f)); |
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/* OTOH the wireframe color should stay at full channels, not mixed */ |
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if(data.flags2D & MeshVisualizerGL2D::Flag::Wireframe) |
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if(data.flags3D & MeshVisualizerGL3D::Flag::Wireframe) |
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shader.setWireframeColor(0xffffff_rgbf); |
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/* For vertex ID we don't want any repeat/wraparound as that causes
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disruptions in the gradient and test failures. There's 42 vertices |
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also. */ |
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if(data.flags2D & MeshVisualizerGL2D::Flag::VertexId) |
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if(data.flags3D & MeshVisualizerGL3D::Flag::VertexId) |
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shader.setColorMapTransformation(1.0f, -1.0f/42.0f); |
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/* For object/primitive ID there's no gradient so a wraparound is okay.
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This should cover the first half of the colormap, in reverse order; |
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@ -2940,7 +2940,7 @@ template<MeshVisualizerGL3D::Flag flag> void MeshVisualizerGLTest::renderObjectV
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materialUniformData->setColor(0xffff00_rgbf); |
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if(data.flags3D & MeshVisualizerGL3D::Flag::Wireframe) |
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materialUniformData->setWireframeColor(0xffffff_rgbf); |
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if(data.flags2D & MeshVisualizerGL2D::Flag::VertexId) |
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if(data.flags3D & MeshVisualizerGL3D::Flag::VertexId) |
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materialUniformData->setColorMapTransformation(1.0f, -1.0f/42.0f); |
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else |
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materialUniformData->setColorMapTransformation(0.5f, -1.0f/40.0f); |
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