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

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