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if depthBits == 0, set DepthMask = 2^16 to fix per-fragment fog problems
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1 changed files with 5 additions and 4 deletions
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@ -1,4 +1,4 @@
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/* $Id: context.c,v 1.91 2000/09/28 22:44:30 brianp Exp $ */
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/* $Id: context.c,v 1.92 2000/10/09 22:42:40 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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@ -277,10 +277,11 @@ _mesa_initialize_visual( GLvisual *vis,
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if (depthBits == 0) {
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/* Special case. Even if we don't have a depth buffer we need
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* good values for DepthMax for Z vertex transformation purposes.
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* good values for DepthMax for Z vertex transformation purposes
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* and for per-fragment fog computation.
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*/
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vis->DepthMax = 1;
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vis->DepthMaxF = 1.0F;
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vis->DepthMax = 1 << 16;
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vis->DepthMaxF = (GLfloat) vis->DepthMax;
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}
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else if (depthBits < 32) {
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vis->DepthMax = (1 << depthBits) - 1;
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