better depth buffer selection

This commit is contained in:
Brian 2007-11-07 14:41:01 -07:00
parent 187b631b6b
commit fc6172bc9a

View file

@ -380,11 +380,21 @@ create_xmesa_buffer(XMesaDrawable d, BufferType type,
_mesa_add_renderbuffer(fb, BUFFER_STENCIL, rb);
}
else {
if (vis->mesa_visual.depthBits > 0) {
if (vis->mesa_visual.depthBits > 24) {
struct gl_renderbuffer *rb
= st_new_renderbuffer_fb(GL_DEPTH_COMPONENT32);
_mesa_add_renderbuffer(fb, BUFFER_DEPTH, rb);
}
else if (vis->mesa_visual.depthBits > 16) {
struct gl_renderbuffer *rb
= st_new_renderbuffer_fb(GL_DEPTH24_STENCIL8_EXT);
_mesa_add_renderbuffer(fb, BUFFER_DEPTH, rb);
}
else if (vis->mesa_visual.depthBits > 1) {
struct gl_renderbuffer *rb
= st_new_renderbuffer_fb(GL_DEPTH_COMPONENT16);
_mesa_add_renderbuffer(fb, BUFFER_DEPTH, rb);
}
if (vis->mesa_visual.stencilBits > 0) {
struct gl_renderbuffer *rb