All switch cases did the same thing. Spotted by Eric Anholt.
---
tests/glean/tfbo.cpp | 62 +++-
1 file changed, 18 insertions(+), 44 deletions(-)
diff --git a/tests/glean/tfbo.cpp b/tests/glean/tfbo.cpp
index 1768956..288fb0e 100644
--- a/tests/glean/tfbo.cpp
+++ b/tests/glean/tfbo.cpp
@@ -603,21 +603,12 @@ FBOTest::testRender2SingleTexture(void)
// Init depth buffer
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
-switch (textureModes[mode]) {
-case GL_TEXTURE_1D:
-case GL_TEXTURE_2D:
-case GL_TEXTURE_3D:
-case GL_TEXTURE_CUBE_MAP:
-glBegin(GL_POLYGON);
-glVertex3f(TEXSIZE / 4, 0,
0.3);
-glVertex3f(TEXSIZE * 5 / 8, 0,
0.3);
-glVertex3f(TEXSIZE * 5 / 8,
TEXSIZE, 0.3);
-glVertex3f(TEXSIZE / 4,
TEXSIZE, 0.3);
-glEnd();
-break;
-default:
-break;
-}
+ glBegin(GL_POLYGON);
+ glVertex3f(TEXSIZE / 4, 0, 0.3);
+ glVertex3f(TEXSIZE * 5 / 8, 0, 0.3);
+ glVertex3f(TEXSIZE * 5 / 8, TEXSIZE,
0.3);
+ glVertex3f(TEXSIZE / 4, TEXSIZE, 0.3);
+ glEnd();
glDepthFunc(GL_LESS);
}
@@ -628,22 +619,12 @@ FBOTest::testRender2SingleTexture(void)
glStencilFunc(GL_ALWAYS, 0x1, 0x1);
glStencilOp(GL_KEEP,
GL_KEEP, GL_REPLACE);
-switch (textureModes[mode]) {
-case GL_TEXTURE_1D:
-case GL_TEXTURE_2D:
-case GL_TEXTURE_3D:
-case GL_TEXTURE_CUBE_MAP:
-glBegin(GL_POLYGON);
-glVertex3f(TEXSIZE / 2, 0,
0.3);
-glVertex3f(TEXSIZE * 7 / 8, 0,
0.3);
-glVertex3f(TEXSIZE * 7 / 8,
TEXSIZE, 0.3);
-glVertex3f(TEXSIZE / 2,
TEXSIZE, 0.3);
-glEnd();
-break;
-default:
-break;
-}
-
+ glBegin(GL_POLYGON);
+ glVertex3f(TEXSIZE / 2, 0, 0.3);
+ glVertex3f(TEXSIZE * 7 / 8, 0, 0.3);
+ glVertex3f(TEXSIZE * 7 / 8, TEXSIZE,
0.3);
+ glVertex3f(TEXSIZE / 2, TEXSIZE, 0.3);
+ glEnd();
glStencilFunc(GL_NOTEQUAL, 0x1, 0x1);
}
@@ -654,19 +635,12 @@ FBOTest::testRender2SingleTexture(void)
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
-switch (textureModes[mode]) {
-case GL_TEXTURE_1D:
-case GL_TEXTURE_2D:
-case GL_TEXTURE_3D:
-case GL_TEXTURE_CUBE_MAP:
-glBegin(GL_POLYGON);
-glVertex3f(0, 0, 0.2);
-glVertex3f(TEXSIZE, 0, 0.2);
-glVertex3f(TEXSIZE, TEXSIZE, 0.2);
-glVertex3f(0, TEXSIZE, 0.2);
-glEnd();
-break;
-}
+ glBegin(GL_POLYGON);
+ glVertex3f(0, 0, 0