diff options
author | Brian Paul <[email protected]> | 2005-05-04 20:11:35 +0000 |
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committer | Brian Paul <[email protected]> | 2005-05-04 20:11:35 +0000 |
commit | e4b2356c07d31fbeeabb13b2fb47db703b473080 (patch) | |
tree | d8b7f1c7c9e7c84d84349485f942dd205dd4c16d /src/mesa/main/depth.c | |
parent | ebef61f5c0950572f9c6a81b08f447957461675c (diff) |
Major check-in of changes for GL_EXT_framebuffer_object extension.
Main driver impacts:
- new code for creating the Mesa GLframebuffer
- new span/pixel read/write code
Some drivers not yet updated/tested.
Diffstat (limited to 'src/mesa/main/depth.c')
-rw-r--r-- | src/mesa/main/depth.c | 5 |
1 files changed, 4 insertions, 1 deletions
diff --git a/src/mesa/main/depth.c b/src/mesa/main/depth.c index 6c60222096a..aca471a06c8 100644 --- a/src/mesa/main/depth.c +++ b/src/mesa/main/depth.c @@ -162,13 +162,15 @@ void _mesa_init_depth( GLcontext * ctx ) ctx->Depth.Mask = GL_TRUE; ctx->Depth.OcclusionTest = GL_FALSE; + /* XXX this is now per-framebuffer state */ +#if 00 /* Z buffer stuff */ if (ctx->Visual.depthBits == 0) { /* Special case. Even if we don't have a depth buffer we need * good values for DepthMax for Z vertex transformation purposes * and for per-fragment fog computation. */ - ctx->DepthMax = 1 << 16; + ctx->DepthMax = (1 << 16) - 1; ctx->DepthMaxF = (GLfloat) ctx->DepthMax; } else if (ctx->Visual.depthBits < 32) { @@ -183,4 +185,5 @@ void _mesa_init_depth( GLcontext * ctx ) ctx->DepthMaxF = (GLfloat) ctx->DepthMax; } ctx->MRD = 1.0; /* Minimum resolvable depth value, for polygon offset */ +#endif } |