On Tue, Apr 09, 2002 at 06:13:30PM -0600, Brian Paul wrote:
> Ian Romanick wrote:
> 
> > The issue is that Maya is requesting at least 23-bits of Z-buffer.  In
> > 16-bit mode, we only have 16-bits of Z-buffer, so it can't find a visual.
> 
> Just for grins you could hack glXChooseVisual so that a 16-bit Z buffer
> satisfies the request for 23 bits.

Heh...I think I'd like to see it work properly with the TCL driver before I
go do any hacking like that. :)

> > On the Radeon, is depth bpp == color bpp a hardware limitation or just the
> > way the drivers were done?
> 
> I think it's a limitation of some hardware, but not Radeon (IIRC).
> 
> In general, it's kind of natural to increase Z buffer depth with color
> depth.  If an application cares about color precision then it probably
> cares about Z precision too (DCC).  Similarly, an app that isn't sensitive
> to color precision probably isn't sensitive to Z precision either (some
> games).

Fair enough.  The only exception that I can think of with existing hardware
is the case where you want 16-bit framebuffer to save memory for textures
and you want a stencil buffer (which typically requires 24-bits of Z-buffer
on e.g. Radeon and G400).

-- 
Tell that to the Marines!

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