---
 tests/all.py                  |   1 -
 tests/glean/CMakeLists.gl.txt |   1 -
 tests/glean/ttexenv.cpp       | 674 ------------------------------------------
 tests/glean/ttexenv.h         |  69 -----
 4 files changed, 745 deletions(-)
 delete mode 100644 tests/glean/ttexenv.cpp
 delete mode 100644 tests/glean/ttexenv.h

diff --git a/tests/all.py b/tests/all.py
index 3142ad2..4ec6596 100644
--- a/tests/all.py
+++ b/tests/all.py
@@ -304,7 +304,6 @@ with profile.test_list.group_manager(GleanTest, 'glean') as 
g:
     # the equivalent functionality is covered by other tests
     g('shaderAPI')
     g('texCube')
-    g('texEnv')
     g('texgen')
     g('texCombine4')
     g('texture_srgb')
diff --git a/tests/glean/CMakeLists.gl.txt b/tests/glean/CMakeLists.gl.txt
index 42bcada..b91ed6e 100644
--- a/tests/glean/CMakeLists.gl.txt
+++ b/tests/glean/CMakeLists.gl.txt
@@ -38,7 +38,6 @@ piglit_add_executable (glean
        tshaderapi.cpp
        ttexcombine4.cpp
        ttexcube.cpp
-       ttexenv.cpp
        ttexgen.cpp
        ttexture_srgb.cpp
        ttexunits.cpp
diff --git a/tests/glean/ttexenv.cpp b/tests/glean/ttexenv.cpp
deleted file mode 100644
index d9f16a5..0000000
--- a/tests/glean/ttexenv.cpp
+++ /dev/null
@@ -1,674 +0,0 @@
-// BEGIN_COPYRIGHT -*- glean -*-
-// 
-// Copyright (C) 1999  Allen Akin   All Rights Reserved.
-// 
-// Permission is hereby granted, free of charge, to any person
-// obtaining a copy of this software and associated documentation
-// files (the "Software"), to deal in the Software without
-// restriction, including without limitation the rights to use,
-// copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the
-// Software is furnished to do so, subject to the following
-// conditions:
-// 
-// The above copyright notice and this permission notice shall be
-// included in all copies or substantial portions of the
-// Software.
-// 
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY
-// KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
-// WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
-// PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL ALLEN AKIN BE
-// LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
-// AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
-// OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
-// DEALINGS IN THE SOFTWARE.
-// 
-// END_COPYRIGHT
-
-
-// ttexenv.cpp:  Test the basic texture env modes
-// Author: Brian Paul (bri...@valinux.com)  April 2001
-//
-// Test procedure:
-//   Setup a texture with 81 columns of unique RGBA colors, 3 texels each.
-//   Draw a 81 uniquely-colored flat-shaded quads as wide horizontal bands,
-//   with the above texture.  This makes a matrix of 81*81 colored squares
-//   for which we test that the current texture environment mode and texture
-//   format produced the correct color.
-//   Finally, we blend over a gray background in order to verify that the
-//   post-texture alpha value is correct.
-//      
-
-#include <stdlib.h>
-#include <cassert>
-#include <cstdio>
-#include <cstdlib>
-#include <cmath>
-#include "ttexenv.h"
-
-
-namespace GLEAN {
-
-
-// If this is true, we enable blending over a gray background in order
-// to test the alpha results of the texture env.  If this is false,
-// we don't blend.  It might be useful to disable blending in order to
-// diagnose failures
-#define BLEND_WITH_BACKGROUND 1
-
-static GLfloat BgColor[4] = { 0.5, 0.5, 0.5, 0.5 };
-
-
-static const GLenum FormatEnums[] = {
-       GL_ALPHA,
-       GL_LUMINANCE,
-       GL_LUMINANCE_ALPHA,
-       GL_INTENSITY,
-       GL_RGB,
-       GL_RGBA
-};
-
-static const char *FormatNames[] = {
-       "GL_ALPHA",
-       "GL_LUMINANCE",
-       "GL_LUMINANCE_ALPHA",
-       "GL_INTENSITY",
-       "GL_RGB",
-       "GL_RGBA"
-};
-
-static const GLenum EnvModeEnums[] = {
-       GL_REPLACE,
-       GL_MODULATE,
-       GL_DECAL,
-       GL_BLEND,
-       GL_ADD
-};
-
-static const char *EnvModeNames[] = {
-       "GL_REPLACE",
-       "GL_MODULATE",
-       "GL_DECAL",
-       "GL_BLEND",
-       "GL_ADD"
-};
-
-
-//
-// Test if two colors are close enough to be considered the same
-//
-bool
-TexEnvTest::TestColor(const GLfloat c1[3], const GLfloat c2[3]) {
-       if (fabs(c1[0] - c2[0]) <= mTolerance[0] &&
-           fabs(c1[1] - c2[1]) <= mTolerance[1] &&
-           fabs(c1[2] - c2[2]) <= mTolerance[2])
-               return true;
-       else
-               return false;
-}
-
-//
-// Compute expected texenv result given the texture env mode, the texture
-// base format, texture color, fragment color, and texture env color.
-// This also blends the result with the background color if that option
-// is enabled (see above).
-//
-void
-TexEnvTest::ComputeExpectedColor(GLenum envMode, GLenum texFormat,
-       const GLfloat texColor[4], const GLfloat fragColor[4],
-       const GLfloat envColor[4], GLfloat result[4]) { 
-
-       switch (envMode) {
-       case GL_REPLACE:
-               switch (texFormat) {
-               case GL_ALPHA:
-                       result[0] = fragColor[0];
-                       result[1] = fragColor[1];
-                       result[2] = fragColor[2];
-                       result[3] = texColor[3]; // alpha
-                       break;
-               case GL_LUMINANCE:
-                       result[0] = texColor[0]; // lum
-                       result[1] = texColor[0];
-                       result[2] = texColor[0];
-                       result[3] = fragColor[3];
-                       break;
-               case GL_LUMINANCE_ALPHA:
-                       result[0] = texColor[0]; // lum
-                       result[1] = texColor[0];
-                       result[2] = texColor[0];
-                       result[3] = texColor[3]; // alpha
-                       break;
-               case GL_INTENSITY:
-                       result[0] = texColor[0]; // intensity
-                       result[1] = texColor[0];
-                       result[2] = texColor[0];
-                       result[3] = texColor[0];
-                       break;
-               case GL_RGB:
-                       result[0] = texColor[0]; // r
-                       result[1] = texColor[1]; // g
-                       result[2] = texColor[2]; // b
-                       result[3] = fragColor[3];
-                       break;
-               case GL_RGBA:
-                       result[0] = texColor[0]; // r
-                       result[1] = texColor[1]; // g
-                       result[2] = texColor[2]; // b
-                       result[3] = texColor[3]; // a
-                       break;
-               default:
-                       abort();  // implementation error
-               }
-               break;
-       case GL_MODULATE:
-               switch (texFormat) {
-               case GL_ALPHA:
-                       result[0] = fragColor[0];
-                       result[1] = fragColor[1];
-                       result[2] = fragColor[2];
-                       result[3] = fragColor[3] * texColor[3];
-                       break;
-               case GL_LUMINANCE:
-                       result[0] = fragColor[0] * texColor[0];
-                       result[1] = fragColor[1] * texColor[0];
-                       result[2] = fragColor[2] * texColor[0];
-                       result[3] = fragColor[3];
-                       break;
-               case GL_LUMINANCE_ALPHA:
-                       result[0] = fragColor[0] * texColor[0];
-                       result[1] = fragColor[1] * texColor[0];
-                       result[2] = fragColor[2] * texColor[0];
-                       result[3] = fragColor[3] * texColor[3];
-                       break;
-               case GL_INTENSITY:
-                       result[0] = fragColor[0] * texColor[0];
-                       result[1] = fragColor[1] * texColor[0];
-                       result[2] = fragColor[2] * texColor[0];
-                       result[3] = fragColor[3] * texColor[0];
-                       break;
-               case GL_RGB:
-                       result[0] = fragColor[0] * texColor[0];
-                       result[1] = fragColor[1] * texColor[1];
-                       result[2] = fragColor[2] * texColor[2];
-                       result[3] = fragColor[3];
-                       break;
-               case GL_RGBA:
-                       result[0] = fragColor[0] * texColor[0];
-                       result[1] = fragColor[1] * texColor[1];
-                       result[2] = fragColor[2] * texColor[2];
-                       result[3] = fragColor[3] * texColor[3];
-                       break;
-               default:
-                       abort();  // implementation error
-               }
-               break;
-       case GL_DECAL:
-               switch (texFormat) {
-               case GL_ALPHA:
-                       result[0] = 0; // undefined
-                       result[1] = 0;
-                       result[2] = 0;
-                       result[3] = 0;
-                       break;
-               case GL_LUMINANCE:
-                       result[0] = 0; // undefined
-                       result[1] = 0;
-                       result[2] = 0;
-                       result[3] = 0;
-                       break;
-               case GL_LUMINANCE_ALPHA:
-                       result[0] = 0; // undefined
-                       result[1] = 0;
-                       result[2] = 0;
-                       result[3] = 0;
-                       break;
-               case GL_INTENSITY:
-                       result[0] = 0; // undefined
-                       result[1] = 0;
-                       result[2] = 0;
-                       result[3] = 0;
-                       break;
-               case GL_RGB:
-                       result[0] = texColor[0];
-                       result[1] = texColor[1];
-                       result[2] = texColor[2];
-                       result[3] = fragColor[3];
-                       break;
-               case GL_RGBA: {
-                       const GLfloat a = texColor[3];
-                       const GLfloat oma = 1.0 - a;
-                       result[0] = fragColor[0] * oma + texColor[0] * a;
-                       result[1] = fragColor[1] * oma + texColor[1] * a;
-                       result[2] = fragColor[2] * oma + texColor[2] * a;
-                       result[3] = fragColor[3];
-                       } break;
-               default:
-                       abort();  // implementation error
-               }
-               break;
-       case GL_BLEND:
-               switch (texFormat) {
-               case GL_ALPHA:
-                       result[0] = fragColor[0];
-                       result[1] = fragColor[1];
-                       result[2] = fragColor[2];
-                       result[3] = fragColor[3] * texColor[3];
-                       break;
-               case GL_LUMINANCE: {
-                       const GLfloat l = texColor[0];
-                       const GLfloat oml = 1.0 - l;
-                       result[0] = fragColor[0] * oml + envColor[0] * l;
-                       result[1] = fragColor[1] * oml + envColor[1] * l;
-                       result[2] = fragColor[2] * oml + envColor[2] * l;
-                       result[3] = fragColor[3];
-                       } break;
-               case GL_LUMINANCE_ALPHA: {
-                       const GLfloat l = texColor[0];
-                       const GLfloat oml = 1.0 - l;
-                       result[0] = fragColor[0] * oml + envColor[0] * l;
-                       result[1] = fragColor[1] * oml + envColor[1] * l;
-                       result[2] = fragColor[2] * oml + envColor[2] * l;
-                       result[3] = fragColor[3] * texColor[3];
-                       } break;
-               case GL_INTENSITY: {
-                       const GLfloat i = texColor[0];
-                       const GLfloat omi = 1.0 - i;
-                       result[0] = fragColor[0] * omi + envColor[0] * i;
-                       result[1] = fragColor[1] * omi + envColor[1] * i;
-                       result[2] = fragColor[2] * omi + envColor[2] * i;
-                       result[3] = fragColor[3] * omi + envColor[3] * i;
-                       } break;
-               case GL_RGB: {
-                       const GLfloat r = texColor[0];
-                       const GLfloat omr = 1.0 - r;
-                       const GLfloat g = texColor[1];
-                       const GLfloat omg = 1.0 - g;
-                       const GLfloat b = texColor[2];
-                       const GLfloat omb = 1.0 - b;
-                       result[0] = fragColor[0] * omr + envColor[0] * r;
-                       result[1] = fragColor[1] * omg + envColor[1] * g;
-                       result[2] = fragColor[2] * omb + envColor[2] * b;
-                       result[3] = fragColor[3];
-                       } break;
-               case GL_RGBA: {
-                       const GLfloat r = texColor[0];
-                       const GLfloat omr = 1.0 - r;
-                       const GLfloat g = texColor[1];
-                       const GLfloat omg = 1.0 - g;
-                       const GLfloat b = texColor[2];
-                       const GLfloat omb = 1.0 - b;
-                       result[0] = fragColor[0] * omr + envColor[0] * r;
-                       result[1] = fragColor[1] * omg + envColor[1] * g;
-                       result[2] = fragColor[2] * omb + envColor[2] * b;
-                       result[3] = fragColor[3] * texColor[3];
-                       } break;
-               default:
-                       abort();  // implementation error
-               }
-               break;
-       case GL_ADD:
-               switch (texFormat) {
-               case GL_ALPHA:
-                       result[0] = fragColor[0];
-                       result[1] = fragColor[1];
-                       result[2] = fragColor[2];
-                       result[3] = fragColor[3] * texColor[3];
-                       break;
-               case GL_LUMINANCE:
-                       result[0] = fragColor[0] + texColor[0];
-                       result[1] = fragColor[1] + texColor[0];
-                       result[2] = fragColor[2] + texColor[0];
-                       result[3] = fragColor[3];
-                       break;
-               case GL_LUMINANCE_ALPHA:
-                       result[0] = fragColor[0] + texColor[0];
-                       result[1] = fragColor[1] + texColor[0];
-                       result[2] = fragColor[2] + texColor[0];
-                       result[3] = fragColor[3] * texColor[3];
-                       break;
-               case GL_INTENSITY:
-                       result[0] = fragColor[0] + texColor[0];
-                       result[1] = fragColor[1] + texColor[0];
-                       result[2] = fragColor[2] + texColor[0];
-                       result[3] = fragColor[3] + texColor[0];
-                       break;
-               case GL_RGB:
-                       result[0] = fragColor[0] + texColor[0];
-                       result[1] = fragColor[1] + texColor[1];
-                       result[2] = fragColor[2] + texColor[2];
-                       result[3] = fragColor[3];
-                       break;
-               case GL_RGBA:
-                       result[0] = fragColor[0] + texColor[0];
-                       result[1] = fragColor[1] + texColor[1];
-                       result[2] = fragColor[2] + texColor[2];
-                       result[3] = fragColor[3] * texColor[3];
-                       break;
-               default:
-                       abort();  // implementation error
-               }
-               // clamping
-               if (result[0] > 1.0)  result[0] = 1.0;
-               if (result[1] > 1.0)  result[1] = 1.0;
-               if (result[2] > 1.0)  result[2] = 1.0;
-               if (result[3] > 1.0)  result[3] = 1.0;
-               break;
-       default:
-               // implementation error
-               abort();
-       }
-
-#if BLEND_WITH_BACKGROUND
-       // now blend result over a gray background
-       const GLfloat alpha = result[3];
-       const GLfloat omAlpha = 1.0 - alpha;
-       result[0] = result[0] * alpha + BgColor[0] * omAlpha;
-       result[1] = result[1] * alpha + BgColor[1] * omAlpha;
-       result[2] = result[2] * alpha + BgColor[2] * omAlpha;
-       result[3] = result[3] * alpha + BgColor[3] * omAlpha;
-#endif
-}
-
-
-// Make a texture in which the colors vary along the length
-// according to the colors[] array.  For example, we use
-// 243 columns of the texture to store 81 colors, 3 texels each.
-void
-TexEnvTest::MakeTexImage(GLenum baseFormat, int numColors,
-       const GLfloat colors[][4]) {
-
-       const int width = 256;
-       const int height = 4;
-       GLfloat img[width * height][4];
-
-       assert(numColors == 81);  // for now
-
-       for (int i = 0; i < height; i++) {
-               for (int j = 0; j < width; j++) {
-                       int c = j / 3;
-                       if (c >= numColors) {
-                               img[i * width + j][0] = 0.0;
-                               img[i * width + j][1] = 0.0;
-                               img[i * width + j][2] = 0.0;
-                               img[i * width + j][3] = 0.0;
-                       }
-                       else {
-                               img[i * width + j][0] = colors[c][0];
-                               img[i * width + j][1] = colors[c][1];
-                               img[i * width + j][2] = colors[c][2];
-                               img[i * width + j][3] = colors[c][3];
-                       }
-               }
-       }
-       glTexImage2D(GL_TEXTURE_2D, 0, baseFormat, width, height, 0,
-               GL_RGBA, GL_FLOAT, (void *) img);
-
-       // Recompute color tolerance now because it depends on the
-       // texel resolution in the new texture.
-       {
-               // Get fb resolution
-               GLint rBits, gBits, bBits;
-               glGetIntegerv(GL_RED_BITS, &rBits);
-               glGetIntegerv(GL_GREEN_BITS, &gBits);
-               glGetIntegerv(GL_BLUE_BITS, &bBits);
-               // Get tex resolution
-               GLint rTexBits, gTexBits, bTexBits, aTexBits;
-               GLint iTexBits, lTexBits;
-               glGetTexLevelParameteriv(GL_TEXTURE_2D,
-                       0, GL_TEXTURE_RED_SIZE, &rTexBits);
-               glGetTexLevelParameteriv(GL_TEXTURE_2D,
-                       0, GL_TEXTURE_GREEN_SIZE, &gTexBits);
-               glGetTexLevelParameteriv(GL_TEXTURE_2D,
-                       0, GL_TEXTURE_BLUE_SIZE, &bTexBits);
-               glGetTexLevelParameteriv(GL_TEXTURE_2D,
-                       0, GL_TEXTURE_ALPHA_SIZE, &aTexBits);
-               glGetTexLevelParameteriv(GL_TEXTURE_2D,
-                       0, GL_TEXTURE_INTENSITY_SIZE, &iTexBits);
-               glGetTexLevelParameteriv(GL_TEXTURE_2D,
-                       0, GL_TEXTURE_LUMINANCE_SIZE, &lTexBits);
-               // Special cases
-               if (baseFormat == GL_INTENSITY) {
-                       rTexBits = gTexBits = bTexBits = iTexBits;
-               }
-               if (baseFormat == GL_ALPHA) {
-                       rTexBits = gTexBits = bTexBits = aTexBits;
-               }
-               else if (baseFormat == GL_LUMINANCE ||
-                       baseFormat == GL_LUMINANCE_ALPHA) {
-                       rTexBits = gTexBits = bTexBits = lTexBits;
-               }
-               // Find smaller of frame buffer and texture bits
-               rBits = (rBits < rTexBits) ? rBits : rTexBits;
-               gBits = (gBits < gTexBits) ? gBits : gTexBits;
-               bBits = (bBits < bTexBits) ? bBits : bTexBits;
-               // If these fail, something's seriously wrong.
-               assert(rBits > 0);
-               assert(gBits > 0);
-               assert(bBits > 0);
-               mTolerance[0] = 3.0 / (1 << rBits);
-               mTolerance[1] = 3.0 / (1 << gBits);
-               mTolerance[2] = 3.0 / (1 << bBits);
-               //printf("tol: %g %g %g\n", mTolerance[0], 
-               //      mTolerance[1], mTolerance[2]);
-       }
-
-
-}
-
-
-// Do numColors * numColors tests in one batch.
-// Setup a texture in which the colors vary by column.
-// Draw a quadstrip in which we draw horizontal bands of colors.
-// Drawing the textured quadstrips will fill the window with
-// numColors * numColors test squares.
-// Verify that they're all correct.
-// Return:  true = pass, false = fail
-bool
-TexEnvTest::MatrixTest(GLenum envMode, GLenum texFormat,
-       const char *envName, const char *formatName,
-       int numColors, const GLfloat colors[][4],
-       const GLfloat envColor[4], Window &w) {
-
-       if (envMode == GL_DECAL && (texFormat != GL_RGB &&
-               texFormat != GL_RGBA)) {
-               // undefined mode
-               return true;
-       }
-
-       glClear(GL_COLOR_BUFFER_BIT);
-
-       // The texture colors are the columns
-       MakeTexImage(texFormat, numColors, colors);
-
-       glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, envMode);
-       glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, envColor);
-
-       // The fragment colors are the rows
-       GLfloat W = numColors * 3;
-       GLfloat S = (float) (numColors*3) / (float) 256;
-       glBegin(GL_QUAD_STRIP);
-       glTexCoord2f(0, 0);  glVertex2f(0, 0);
-       glTexCoord2f(S, 0);  glVertex2f(W, 0);
-       for (int i = 0; i < numColors; i++) {
-               glColor4fv(colors[i]);
-               GLfloat y = i * 3 + 3;
-               GLfloat t = y / (numColors * 3);
-               glTexCoord2f(0, t);  glVertex2f(0, y);
-               glTexCoord2f(S, t);  glVertex2f(W, y);
-       }
-       glEnd();
-
-       const GLsizei width = 256;
-       const GLsizei height = 256;
-       GLfloat *image = new GLfloat[width*height*4];
-       glReadPixels(0, 0, width, height, GL_RGBA, GL_FLOAT, image);
-
-       w.swap(); // lets us watch the progress
-
-       // Check results
-       for (int row = 0; row < numColors; row++) {
-               for (int col = 0; col < numColors; col++) {
-
-                       // compute expected
-                       GLfloat expected[4];
-                       ComputeExpectedColor(envMode, texFormat,
-                               colors[col], colors[row],
-                               envColor, expected);
-
-                       // fetch actual pixel
-                       int x = col * 3 + 1;
-                       int y = row * 3 + 1;
-                       const GLfloat *actual = image + y*width*4 + x*4;
-
-                       // compare
-                       if (!TestColor(expected, actual)) {
-                               // Report the error
-                               env->log << name
-                                        << ":  FAIL:  GL_TEXTURE_ENV_MODE="
-                                        << envName
-                                        << "  Texture Format="
-                                        << formatName
-                                        << "  Fragment Color=("
-                                        << colors[row][0] << ", "
-                                        << colors[row][1] << ", "
-                                        << colors[row][2] << ", "
-                                        << colors[row][3] << ") "
-                                        << " Texture Color=("
-                                        << colors[col][0] << ", "
-                                        << colors[col][1] << ", "
-                                        << colors[col][2] << ", "
-                                        << colors[col][3] << ") "
-                                        << " Tex Env Color=("
-                                        << envColor[0] << ", "
-                                        << envColor[1] << ", "
-                                        << envColor[2] << ", "
-                                        << envColor[3] << ") "
-#if BLEND_WITH_BACKGROUND
-                                        << " Blend over=("
-                                        << BgColor[0] << ", "
-                                        << BgColor[1] << ", "
-                                        << BgColor[2] << ", "
-                                        << BgColor[3] << ") "
-#endif
-                                        << " Expected=("
-                                        << expected[0] << ", "
-                                        << expected[1] << ", "
-                                        << expected[2] << ", "
-                                        << expected[3] << ") "
-                                        << " Measured=("
-                                        << actual[0] << ", "
-                                        << actual[1] << ", "
-                                        << actual[2] << ", "
-                                        << actual[3] << ")\n";
-                               delete[] image;
-                               return false;
-                       }
-               }
-       }
-       delete[] image;
-       return true;
-}
-
-
-void
-TexEnvTest::runOne(BasicResult& r, Window& w) {
-
-       (void) w;
-
-#define COLORS (3*3*3*3)
-
-       GLfloat colors[COLORS][4];
-
-       // colors[] is an array of all possible RGBA colors with component
-       // values of 0, 0.5, and 1.0
-       for (int i = 0; i < COLORS; i++) {
-               GLint r = i % 3;
-               GLint g = (i / 3) % 3;
-               GLint b = (i / 9) % 3;
-               GLint a = (i / 27) % 3;
-               colors[i][0] = (float) r / 2.0;
-               colors[i][1] = (float) g / 2.0;
-               colors[i][2] = (float) b / 2.0;
-               colors[i][3] = (float) a / 2.0;
-       }
-
-       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
-       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
-       glEnable(GL_TEXTURE_2D);
-
-#if BLEND_WITH_BACKGROUND
-       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       glEnable(GL_BLEND);
-#endif
-
-       glClearColor(BgColor[0], BgColor[1], BgColor[2], BgColor[3]);
-       glShadeModel(GL_FLAT);
-
-       glViewport(0, 0, 256, 256);
-       glMatrixMode(GL_PROJECTION);
-       glLoadIdentity();
-       glOrtho(0, 256, 0, 256, -1, 1);
-       glMatrixMode(GL_MODELVIEW);
-       glLoadIdentity();
-       glTranslatef(0.375, 0.375, 0.0);
-
-       int numModes;
-       if (GLUtils::haveExtensions("GL_EXT_texture_env_add") ||
-               GLUtils::haveExtensions("GL_ARB_texture_env_add"))
-               numModes = 5;
-       else
-               numModes = 4;
-
-       r.pass = true;
-
-       for (int fmt = 0; fmt < 6; fmt++) {
-               const GLenum format = FormatEnums[fmt];
-               const char *formatName = FormatNames[fmt];
-               for (int mode = 0; mode < numModes; mode++) {
-                       const GLenum envMode = EnvModeEnums[mode];
-                       const char *envName = EnvModeNames[mode];
-                       //printf("format %s mode %s\n", FormatNames[fmt],
-                       //      EnvModeNames[mode]);
-                       if (envMode == GL_BLEND && format != GL_ALPHA) {
-                               // also vary texenv color, every 5th is OK.
-                               for (int eCol = 0; eCol < COLORS; eCol += 5) {
-                                       const GLfloat *envColor = colors[eCol];
-                                       if (!MatrixTest(envMode, format,
-                                               envName, formatName,
-                                               COLORS, colors, envColor, w)) {
-                                               r.pass = false;
-                                               break;
-                                       }
-                               }
-                       }
-                       else {
-                               // texenv color not significant
-                               if (!MatrixTest(envMode, format,
-                                       envName, formatName,
-                                       COLORS, colors, colors[0], w)) {
-                                       r.pass = false;
-                               }
-                       }
-               }
-       }
-} // TexEnvTest::runOne
-
-
-void
-TexEnvTest::logOne(BasicResult& r) {
-       logPassFail(r);
-       logConcise(r);
-} // TexEnvTest::logOne
-
-
-///////////////////////////////////////////////////////////////////////////////
-// The test object itself:
-///////////////////////////////////////////////////////////////////////////////
-TexEnvTest texEnvTest("texEnv", "window, rgb",
-
-       "Test basic texture env modes for all base texture formats.\n");
-
-
-} // namespace GLEAN
diff --git a/tests/glean/ttexenv.h b/tests/glean/ttexenv.h
deleted file mode 100644
index 2e50d22..0000000
--- a/tests/glean/ttexenv.h
+++ /dev/null
@@ -1,69 +0,0 @@
-// BEGIN_COPYRIGHT -*- glean -*-
-// 
-// Copyright (C) 1999  Allen Akin   All Rights Reserved.
-// 
-// Permission is hereby granted, free of charge, to any person
-// obtaining a copy of this software and associated documentation
-// files (the "Software"), to deal in the Software without
-// restriction, including without limitation the rights to use,
-// copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the
-// Software is furnished to do so, subject to the following
-// conditions:
-// 
-// The above copyright notice and this permission notice shall be
-// included in all copies or substantial portions of the
-// Software.
-// 
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY
-// KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
-// WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
-// PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL ALLEN AKIN BE
-// LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
-// AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
-// OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
-// DEALINGS IN THE SOFTWARE.
-// 
-// END_COPYRIGHT
-
-
-// ttexenv.h:  Test the basic texture env modes
-// Author: Brian Paul (bri...@valinux.com)  April 2001
-
-
-#ifndef __ttexenv_h__
-#define __ttexenv_h__
-
-#include "tbasic.h"
-
-namespace GLEAN {
-
-class TexEnvTest: public BasicTest {
-    public:
-       TexEnvTest(const char* testName, const char* filter,
-                      const char* description):
-           BasicTest(testName, filter, description),
-           mTolerance() {
-       }
-
-       virtual void runOne(BasicResult& r, Window& w);
-       virtual void logOne(BasicResult& r);
-
-    private:
-       bool TestColor(const GLfloat c1[3], const GLfloat c2[3]);
-       void ComputeExpectedColor(GLenum envMode, GLenum texFormat,
-               const GLfloat texColor[4], const GLfloat fragColor[4],
-               const GLfloat envColor[4], GLfloat result[4]);
-       void MakeTexImage(GLenum baseFormat, int numColors,
-               const GLfloat colors[][4]);
-       bool MatrixTest(GLenum envMode, GLenum texFormat,
-               const char *envName, const char *formatName,
-               int numColors, const GLfloat colors[][4],
-               const GLfloat envColor[4], Window &w);
-       GLfloat mTolerance[3];
-
-}; // class TexEnvTest
-
-} // namespace GLEAN
-
-#endif // __ttexenv_h__
-- 
2.7.4

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