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authorBrian Paul <[email protected]>2000-10-09 22:42:40 +0000
committerBrian Paul <[email protected]>2000-10-09 22:42:40 +0000
commit35324a6c60cedf217934db1a7a0c11a7f553d2d4 (patch)
tree6c7cc9d52f6a79b2bd2e9616d127b9a76b1512a0 /src/mesa/main
parent1791901468a4eea3cc1a9c9f3a6c4913ff8a35eb (diff)
if depthBits == 0, set DepthMask = 2^16 to fix per-fragment fog problems
Diffstat (limited to 'src/mesa/main')
-rw-r--r--src/mesa/main/context.c9
1 files changed, 5 insertions, 4 deletions
diff --git a/src/mesa/main/context.c b/src/mesa/main/context.c
index 018e709d900..34180a78c23 100644
--- a/src/mesa/main/context.c
+++ b/src/mesa/main/context.c
@@ -1,4 +1,4 @@
-/* $Id: context.c,v 1.91 2000/09/28 22:44:30 brianp Exp $ */
+/* $Id: context.c,v 1.92 2000/10/09 22:42:40 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -277,10 +277,11 @@ _mesa_initialize_visual( GLvisual *vis,
if (depthBits == 0) {
/* Special case. Even if we don't have a depth buffer we need
- * good values for DepthMax for Z vertex transformation purposes.
+ * good values for DepthMax for Z vertex transformation purposes
+ * and for per-fragment fog computation.
*/
- vis->DepthMax = 1;
- vis->DepthMaxF = 1.0F;
+ vis->DepthMax = 1 << 16;
+ vis->DepthMaxF = (GLfloat) vis->DepthMax;
}
else if (depthBits < 32) {
vis->DepthMax = (1 << depthBits) - 1;