_mesa_add_renderbuffer(fb, BUFFER_DEPTH, &depthRb->Base);
}
- /* no h/w stencil?
if (mesaVis->stencilBits > 0 && !swStencil) {
driRenderbuffer *stencilRb
- = driNewRenderbuffer(GL_STENCIL_INDEX8_EXT, screen->cpp,
- screen->depthOffset, screen->depthPitch);
+ = driNewRenderbuffer(GL_STENCIL_INDEX8_EXT, screen->bytesPerPixel,
+ 0, screen->width);
viaSetSpanFunctions(stencilRb, mesaVis);
_mesa_add_renderbuffer(fb, BUFFER_STENCIL, &stencilRb->Base);
}
- */
_mesa_add_soft_renderbuffers(fb,
GL_FALSE, /* color */