GLuint h = ctx->Viewport.Height;
GLfloat max_depth = (ctx->Viewport.Near + ctx->Viewport.Far) * 0.5;
- switch (ctx->DrawBuffer->_DepthBuffer->DepthBits) {
- case 16:
- max_depth *= 32767.0;
- break;
- case 24:
- max_depth *= 16777215.0;
- break;
+ if (ctx->DrawBuffer) {
+ switch (ctx->DrawBuffer->_DepthBuffer->DepthBits) {
+ case 16:
+ max_depth *= 32767.0;
+ break;
+ case 24:
+ max_depth *= 16777215.0;
+ break;
+ }
+ } else {
+ /* Default to 24 bits range */
+ max_depth *= 16777215.0;
}
BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_VIEWPORT_SCALE_X, 4);