Also, if not doing two-sided stencil, set back-face state = front-face state.
st->ctx->Query.CurrentOcclusionObject->Active)
dsa->depth.occlusion_count = 1;
- if (st->ctx->Stencil.Enabled) {
+ if (st->ctx->Stencil.Enabled && st->ctx->Visual.stencilBits > 0) {
dsa->stencil[0].enabled = 1;
dsa->stencil[0].func = st_compare_func_to_pipe(st->ctx->Stencil.Function[0]);
dsa->stencil[0].fail_op = gl_stencil_op_to_pipe(st->ctx->Stencil.FailFunc[0]);
dsa->stencil[1].value_mask = st->ctx->Stencil.ValueMask[1] & 0xff;
dsa->stencil[1].write_mask = st->ctx->Stencil.WriteMask[1] & 0xff;
}
+ else {
+ dsa->stencil[1] = dsa->stencil[0];
+ }
}
if (st->ctx->Color.AlphaEnabled) {