The vertices are drawn with a GL_TRIANGLE_STRIP. As it was, the order of the 3rd and 4th vertices caused us to render a "twisted" quad. With this change, a true quad is drawn.
llvmpipe passes as it did before. NVIDIA's driver still fails the test. --- tests/spec/arb_texture_view/common.c | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/tests/spec/arb_texture_view/common.c b/tests/spec/arb_texture_view/common.c index fc18bbc..f2453f5 100644 --- a/tests/spec/arb_texture_view/common.c +++ b/tests/spec/arb_texture_view/common.c @@ -105,13 +105,13 @@ void draw_3d_depth(float x, float y, float w, float h, int depth) { const GLfloat vertices[16] = {x, y, depth, 0.0, - x+w, y, depth, 0.0, - x+w, y+h, depth, 0.0, - x, y+h, depth, 0.0}; + x+w, y, depth, 0.0, + x, y+h, depth, 0.0, + x+w, y+h, depth, 0.0}; const GLfloat texcoords[8] = {0.0, 0.0, - 1.0, 0.0, - 1.0, 1.0, - 0.0, 1.0}; + 1.0, 0.0, + 0.0, 1.0, + 1.0, 1.0}; piglit_draw_rect_from_arrays(vertices, texcoords, false, 1); } -- 1.9.1 _______________________________________________ Piglit mailing list Piglit@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/piglit