if depthBits == 0, set DepthMask = 2^16 to fix per-fragment fog problems

This commit is contained in:
Brian Paul 2000-10-09 22:42:40 +00:00
parent 1791901468
commit 35324a6c60

View file

@ -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;