test-cogl-multitexture: Set linear filters on the two textures

Otherwise it seems that rounding errors will cause the fragments at
the edge of the quad to blend with neighbouring quarters of the
texture which cause the test to fail.
This commit is contained in:
Neil Roberts 2010-05-07 15:58:26 +01:00
parent 21117bb7a9
commit 0120abe5b0

View File

@ -132,8 +132,17 @@ on_paint (ClutterActor *actor, TestState *state)
cogl_material_set_layer (material, 0, tex0);
cogl_material_set_layer_combine (material, 0,
"RGBA = REPLACE (TEXTURE)", NULL);
/* We'll use nearest filtering mode on the textures, otherwise the
edge of the quad can pull in texels from the neighbouring
quarters of the texture due to imprecision */
cogl_material_set_layer_filters (material, 0,
COGL_MATERIAL_FILTER_NEAREST,
COGL_MATERIAL_FILTER_NEAREST);
cogl_material_set_layer (material, 1, tex1);
cogl_material_set_layer_filters (material, 1,
COGL_MATERIAL_FILTER_NEAREST,
COGL_MATERIAL_FILTER_NEAREST);
status = cogl_material_set_layer_combine (material, 1,
"RGBA = ADD (PREVIOUS, TEXTURE)",
&error);