_mesa_add_renderbuffer(&b->mesa_buffer, BUFFER_DEPTH, rb);
}
+ if (vis->mesa_visual.stencilBits > 0) {
+ struct gl_renderbuffer *rb
+ = st_new_renderbuffer_fb(GL_STENCIL_INDEX8_EXT);
+ _mesa_add_renderbuffer(&b->mesa_buffer, BUFFER_STENCIL, rb);
+ }
+
/*
* Other renderbuffer (depth, stencil, etc)
_mesa_add_soft_renderbuffers(&b->mesa_buffer,
GL_FALSE, /* color */
GL_FALSE,/*vis->mesa_visual.haveDepthBuffer,*/
- vis->mesa_visual.haveStencilBuffer,
+ GL_FALSE,
vis->mesa_visual.haveAccumBuffer,
b->swAlpha,
vis->mesa_visual.numAuxBuffers > 0 );