_mesa_add_renderbuffer(&b->mesa_buffer, BUFFER_STENCIL, rb);
}
+ if (vis->mesa_visual.accumRedBits > 0) {
+ struct gl_renderbuffer *rb
+ = st_new_renderbuffer_fb(GL_RGBA16);
+ _mesa_add_renderbuffer(&b->mesa_buffer, BUFFER_ACCUM, rb);
+ }
+
/*
* Other renderbuffer (depth, stencil, etc)
*/
_mesa_add_soft_renderbuffers(&b->mesa_buffer,
- GL_FALSE, /* color */
- GL_FALSE,/*vis->mesa_visual.haveDepthBuffer,*/
- GL_FALSE,
- vis->mesa_visual.haveAccumBuffer,
+ GL_FALSE, /* color */
+ GL_FALSE, /*vis->mesa_visual.haveDepthBuffer,*/
+ GL_FALSE, /* stencil */
+ GL_FALSE, /* accum */
b->swAlpha,
vis->mesa_visual.numAuxBuffers > 0 );
{
static const GLuint formats[] = {
PIPE_FORMAT_U_A8_R8_G8_B8,
+ PIPE_FORMAT_S_R16_G16_B16_A16,
PIPE_FORMAT_S8_Z24
};
- *numFormats = 2;
+ *numFormats = sizeof(formats) / sizeof(formats[0]);
return formats;
}