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[Fix] (MG_Test/VertexArray): lossen too strict error test
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@@ -428,15 +428,18 @@ TEST_F(GeneralVertexArrayTest, General_StatePreservation) {
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}
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}
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TEST_F(GeneralVertexArrayTest, General_ErrorConditions) {
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TEST_F(GeneralVertexArrayTest, General_ErrorConditions) {
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ASSERT_NE(MG_State::pGLContext->GetBoundVertexArray(), nullptr);
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BindBuffer(GL_ARRAY_BUFFER, 0);
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VertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
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VertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
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EXPECT_EQ(GetError(), GL_INVALID_OPERATION);
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EXPECT_EQ(GetError(), GL_NO_ERROR);
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GLuint vao = CreateVAO();
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GLuint vao = CreateVAO();
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EnableVertexAttribArray(MG_State::GLState::VertexArrayObject::MAX_VERTEX_ATTRIBS);
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EnableVertexAttribArray(MG_State::GLState::VertexArrayObject::MAX_VERTEX_ATTRIBS);
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EXPECT_EQ(GetError(), GL_INVALID_VALUE);
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EXPECT_EQ(GetError(), GL_INVALID_VALUE);
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BindBuffer(GL_ARRAY_BUFFER, 0);
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VertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
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VertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
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EXPECT_EQ(GetError(), GL_INVALID_OPERATION);
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EXPECT_EQ(GetError(), GL_NO_ERROR);
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GLuint vbo = CreateVBO(GL_ARRAY_BUFFER, 64);
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GLuint vbo = CreateVBO(GL_ARRAY_BUFFER, 64);
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VertexAttribPointer(0, 3, 0xFFFFFFFF, GL_FALSE, 0, nullptr);
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VertexAttribPointer(0, 3, 0xFFFFFFFF, GL_FALSE, 0, nullptr);
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