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GL: fix a confusing typo in a comment.

pull/537/head
Vladimír Vondruš 5 years ago
parent
commit
dc5fdd7cb5
  1. 22
      src/Magnum/GL/Test/MeshGLTest.cpp

22
src/Magnum/GL/Test/MeshGLTest.cpp

@ -801,7 +801,7 @@ void MeshGLTest::addVertexBufferFloat() {
#ifndef MAGNUM_TARGET_GLES2
96
#else
/* Using only RGBA4, supply less precision. This has to be one on the
/* Using only RGBA4, supply less precision. This has to be done on the
input because SwiftShader stores RGBA4 as RGBA8 internally, thus
preserving the full precision of the input. */
85
@ -948,7 +948,7 @@ void MeshGLTest::addVertexBufferVectorN() {
#ifndef MAGNUM_TARGET_GLES2
0x60189c_rgbf
#else
/* Using only RGBA4, supply less precision. This has to be one on the
/* Using only RGBA4, supply less precision. This has to be done on the
input because SwiftShader stores RGBA4 as RGBA8 internally, thus
preserving the full precision of the input. */
0x551199_rgbf
@ -1033,7 +1033,7 @@ void MeshGLTest::addVertexBufferMatrixNxN() {
#ifndef MAGNUM_TARGET_GLES2
0x60189c_rgbf
#else
/* Using only RGBA4, supply less precision. This has to be one on
/* Using only RGBA4, supply less precision. This has to be done on
the input because SwiftShader stores RGBA4 as RGBA8 internally,
thus preserving the full precision of the input. */
0x551199_rgbf
@ -1521,7 +1521,7 @@ void MeshGLTest::addVertexBufferLessVectorComponents() {
#ifndef MAGNUM_TARGET_GLES2
0x60189c_rgbf
#else
/* Using only RGBA4, supply less precision. This has to be one on the
/* Using only RGBA4, supply less precision. This has to be done on the
input because SwiftShader stores RGBA4 as RGBA8 internally, thus
preserving the full precision of the input. */
0x551199_rgbf
@ -1567,7 +1567,7 @@ void MeshGLTest::addVertexBufferNormalized() {
#ifndef MAGNUM_TARGET_GLES2
0x209ce4_rgb
#else
/* Using only RGBA4, supply less precision. This has to be one on the
/* Using only RGBA4, supply less precision. This has to be done on the
input because SwiftShader stores RGBA4 as RGBA8 internally, thus
preserving the full precision of the input. */
0x1199dd_rgb
@ -1733,7 +1733,7 @@ void MeshGLTest::addVertexBufferMultiple() {
Math::unpack<Float, UnsignedByte>(164),
Math::unpack<Float, UnsignedByte>(17),
#else
/* Using only RGBA4, supply less precision. This has to be one on the
/* Using only RGBA4, supply less precision. This has to be done on the
input because SwiftShader stores RGBA4 as RGBA8 internally, thus
preserving the full precision of the input. */
Math::unpack<Float, UnsignedByte>(9),
@ -2248,7 +2248,7 @@ void MeshGLTest::unbindVAOWhenSettingIndexBufferData() {
#ifndef MAGNUM_TARGET_GLES2
92
#else
/* Using only RGBA4, supply less precision. This has to be one on the
/* Using only RGBA4, supply less precision. This has to be done on the
input because SwiftShader stores RGBA4 as RGBA8 internally, thus
preserving the full precision of the input. */
85
@ -2303,7 +2303,7 @@ void MeshGLTest::unbindIndexBufferWhenBindingVao() {
#ifndef MAGNUM_TARGET_GLES2
92
#else
/* Using only RGBA4, supply less precision. This has to be one on the
/* Using only RGBA4, supply less precision. This has to be done on the
input because SwiftShader stores RGBA4 as RGBA8 internally, thus
preserving the full precision of the input. */
85
@ -2365,7 +2365,7 @@ void MeshGLTest::resetIndexBufferBindingWhenBindingVao() {
#ifndef MAGNUM_TARGET_GLES2
92
#else
/* Using only RGBA4, supply less precision. This has to be one on the
/* Using only RGBA4, supply less precision. This has to be done on the
input because SwiftShader stores RGBA4 as RGBA8 internally, thus
preserving the full precision of the input. */
85
@ -2423,7 +2423,7 @@ void MeshGLTest::unbindVAOBeforeEnteringExternalSection() {
#ifndef MAGNUM_TARGET_GLES2
92
#else
/* Using only RGBA4, supply less precision. This has to be one on the
/* Using only RGBA4, supply less precision. This has to be done on the
input because SwiftShader stores RGBA4 as RGBA8 internally, thus
preserving the full precision of the input. */
85
@ -2474,7 +2474,7 @@ void MeshGLTest::bindScratchVaoWhenEnteringExternalSection() {
#ifndef MAGNUM_TARGET_GLES2
92
#else
/* Using only RGBA4, supply less precision. This has to be one on the
/* Using only RGBA4, supply less precision. This has to be done on the
input because SwiftShader stores RGBA4 as RGBA8 internally, thus
preserving the full precision of the input. */
85

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