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author | Eric Anholt <eric@anholt.net> | 2009-10-28 16:36:35 -0700 |
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committer | Eric Anholt <eric@anholt.net> | 2009-10-29 10:01:17 -0700 |
commit | 92e7c6a2581b5f612a84587500399bb00318c6f0 (patch) | |
tree | 14e2e901de2efdad9c852d21171ed8d245d49e91 /progs/slang | |
parent | 32ec3f26731ac998b6fda7ce596ec568d6f76eeb (diff) |
i965: Fix fallout from ARB_depth_clamp enablement that broke glDepthRange.
If a backwards glDepthRange was supplied (as with the old Quake no-z-clearing
hack), the hardware would have always clamped because we weren't clamping to
the min of near/far and the max of near/far. Also, we shouldn't be clamping
to near/far at all when not in depth clamp mode (this usually didn't matter
since near/far are usually the same as the 0.0, 1.0 clamping you do for
fixed-point depth).
This should fix funny depth issues in PlaneShift, and fixes piglit
depth-clamp-range
Diffstat (limited to 'progs/slang')
0 files changed, 0 insertions, 0 deletions