diff --git a/src/Magnum/GL/Test/MeshGLTest.cpp b/src/Magnum/GL/Test/MeshGLTest.cpp index 7024ce347..2e0eb5a45 100644 --- a/src/Magnum/GL/Test/MeshGLTest.cpp +++ b/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(164), Math::unpack(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(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