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authorEric Anholt <eric@anholt.net>2009-10-28 16:36:35 -0700
committerEric Anholt <eric@anholt.net>2009-10-29 10:01:17 -0700
commit92e7c6a2581b5f612a84587500399bb00318c6f0 (patch)
tree14e2e901de2efdad9c852d21171ed8d245d49e91 /progs/trivial/vp-tri-cb-pos.c
parent32ec3f26731ac998b6fda7ce596ec568d6f76eeb (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
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