_mesa_add_renderbuffer(fb, BUFFER_STENCIL, rb);
}
else {
- if (vis->mesa_visual.depthBits > 0) {
+ if (vis->mesa_visual.depthBits > 24) {
struct gl_renderbuffer *rb
= st_new_renderbuffer_fb(GL_DEPTH_COMPONENT32);
_mesa_add_renderbuffer(fb, BUFFER_DEPTH, rb);
}
+ else if (vis->mesa_visual.depthBits > 16) {
+ struct gl_renderbuffer *rb
+ = st_new_renderbuffer_fb(GL_DEPTH24_STENCIL8_EXT);
+ _mesa_add_renderbuffer(fb, BUFFER_DEPTH, rb);
+ }
+ else if (vis->mesa_visual.depthBits > 1) {
+ struct gl_renderbuffer *rb
+ = st_new_renderbuffer_fb(GL_DEPTH_COMPONENT16);
+ _mesa_add_renderbuffer(fb, BUFFER_DEPTH, rb);
+ }
if (vis->mesa_visual.stencilBits > 0) {
struct gl_renderbuffer *rb