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authorBrian Paul <brianp@vmware.com>2009-01-14 16:42:19 -0700
committerBrian Paul <brianp@vmware.com>2009-01-14 16:49:24 -0700
commit947d1c5b2a70c0eafa4c408b47607574a2908468 (patch)
treed7ace9712ef4e69aa74db43d28623e6670bc05c7 /bin/minstall
parentc7f43543af8a0bf95750eb6d332fdede07d104ea (diff)
i965: asst. fixes, work-arounds for FBOs and render to texture
OpenGL allows mixing and matching depth and stencil renderbuffers in framebuffer objects while the hardware really only supports interleaved depth/stencil buffers. This makes for some tricky buffer management. An extra wrinkle is the situation where the user allocates a 16bpp depth texture or renderbuffer then tries to render to it along with a stencil buffer. We'd have to promote the 16bpp Z values to 24-bit Z values and mix in the stencil values to setup the depth/stencil renderbuffer. There's no support for that now, so always allocate 32bpp depth textures/ renderbuffers for now.
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