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authorBrian Paul <brian.paul@tungstengraphics.com>2000-10-09 22:44:01 +0000
committerBrian Paul <brian.paul@tungstengraphics.com>2000-10-09 22:44:01 +0000
commit18ef8e7c9850a0070a1da4805b7f23797366d6e0 (patch)
tree9ecf500193293ed1f15c09763a6ca718290303c4
parentb34a9dab57896266e89a355d25b52b8aae874098 (diff)
if depthBits == 0, set DepthMask = 2^16 to fix per-fragment fog problems
-rw-r--r--src/mesa/main/context.c7
1 files changed, 4 insertions, 3 deletions
diff --git a/src/mesa/main/context.c b/src/mesa/main/context.c
index 8efef71934a..4d4a5974cd0 100644
--- a/src/mesa/main/context.c
+++ b/src/mesa/main/context.c
@@ -210,10 +210,11 @@ _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;