only use simple_z_textured_triangle if depthBits <= 16
authorBrian Paul <brian.paul@tungstengraphics.com>
Tue, 25 May 2004 22:29:52 +0000 (22:29 +0000)
committerBrian Paul <brian.paul@tungstengraphics.com>
Tue, 25 May 2004 22:29:52 +0000 (22:29 +0000)
src/mesa/swrast/s_triangle.c

index 00c1a0ace25c42dbcfdd815a78d831eeccfa2c98..ff4ebb3704d0028892c37fc0a9fbd8efbe948c7c 100644 (file)
@@ -192,6 +192,7 @@ _swrast_culltriangle( GLcontext *ctx,
  * 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.
  */
@@ -1091,7 +1092,8 @@ _swrast_choose_triangle( GLcontext *ctx )
                        && 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);
                  }