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authorBrian Paul <brianp@vmware.com>2010-04-08 13:05:35 -0600
committerBrian Paul <brianp@vmware.com>2010-04-08 13:11:29 -0600
commitbab6c0a03527f3d3b5124c6540cc167e3989c068 (patch)
tree4e93dba6239e524f7a5ede012e0dca79c0b38820 /docs
parent8ac7d7fa05f34dcded533ba17ed3cec1f69e8906 (diff)
st/mesa: fix glDrawPixels(GL_DEPTH_COMPONENT) regression
Commit 1454f20a991ddda35f1a2ffda953012078b407ba caused the regression. When the vertex shader emitted both a texcoord and color we were grabbing the wrong vertex attributes. Fix the draw_quad() code to put texcoords in slot[1] and color in slot[2]. That's a bit cleaner than changing the vertex shader code. Tested with progs/tests/zreaddraw.c
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