ctx->Transform.CullVertexFlag = state;
break;
case GL_DEPTH_TEST:
- if (state && ctx->DrawBuffer->Visual.depthBits == 0) {
- _mesa_warning(ctx,"glEnable(GL_DEPTH_TEST) but no depth buffer");
- return;
- }
if (ctx->Depth.Test == state)
return;
FLUSH_VERTICES(ctx, _NEW_DEPTH);