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authorJeroen Bakker <jeroen@blender.org>2020-09-14 10:46:30 +0300
committerJeroen Bakker <jeroen@blender.org>2020-09-14 10:48:45 +0300
commitc6210f9bacdb3d8b7ba05f29136ac6f9c8f643d7 (patch)
tree631a273532339776056a9cd18c43a2190cb41c76 /source/blender/draw/tests
parent9bc1d7a6deea8f401d727e80f42a04482c29bcef (diff)
DrawManager: Resolve Assert in Image Engine
Tiled texture uses different texture structure than normal textures. Normally we add dummy textures and use them, but I found it cleaner to have 2 shaders and use the correct shader.
Diffstat (limited to 'source/blender/draw/tests')
-rw-r--r--source/blender/draw/tests/shaders_test.cc3
1 files changed, 2 insertions, 1 deletions
diff --git a/source/blender/draw/tests/shaders_test.cc b/source/blender/draw/tests/shaders_test.cc
index 8feccc9588e..f99fa04ce75 100644
--- a/source/blender/draw/tests/shaders_test.cc
+++ b/source/blender/draw/tests/shaders_test.cc
@@ -156,7 +156,8 @@ TEST_F(DrawTest, image_glsl_shaders)
{
IMAGE_shader_library_ensure();
- EXPECT_NE(IMAGE_shader_image_get(), nullptr);
+ EXPECT_NE(IMAGE_shader_image_get(false), nullptr);
+ EXPECT_NE(IMAGE_shader_image_get(true), nullptr);
IMAGE_shader_free();
}