DEPTH_VALUES(GLuint, UINT_TO_FLOAT);
break;
case GL_UNSIGNED_INT_24_8_EXT: /* GL_EXT_packed_depth_stencil */
- if (dstType == GL_UNSIGNED_INT &&
+ if (dstType == GL_UNSIGNED_INT_24_8_EXT &&
depthMax == 0xffffff &&
ctx->Pixel.DepthScale == 1.0 &&
ctx->Pixel.DepthBias == 0.0) {
GLboolean
_mesa_texstore_z24_s8(TEXSTORE_PARAMS)
{
- const GLuint depthScale = 0xffffff;
+ const GLfloat depthScale = (GLfloat) 0xffffff;
ASSERT(dstFormat == &_mesa_texformat_z24_s8);
ASSERT(srcFormat == GL_DEPTH_STENCIL_EXT);
GLint i;
/* the 24 depth bits will be in the high position: */
_mesa_unpack_depth_span(ctx, srcWidth,
- GL_UNSIGNED_INT, /* dst type */
+ GL_UNSIGNED_INT_24_8_EXT, /* dst type */
dstRow, /* dst addr */
depthScale,
srcType, src, srcPacking);