* Render an RGB, GL_DECAL, textured triangle.
* Interpolate S,T, GL_LESS depth test, w/out mipmapping or
* perspective correction.
+ * Depth buffer bits must be <= sizeof(DEFAULT_SOFTWARE_DEPTH_TYPE)
*
* No fog.
*/
&& ctx->Depth.Func == GL_LESS
&& ctx->Depth.Mask == GL_TRUE)
|| swrast->_RasterMask == TEXTURE_BIT)
- && ctx->Polygon.StippleFlag == GL_FALSE) {
+ && ctx->Polygon.StippleFlag == GL_FALSE
+ && ctx->Visual.depthBits <= 16) {
if (swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)) {
USE(simple_z_textured_triangle);
}