Ian Romanick wrote: > > 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).
I believe you can get 15+1 depth/stencil, but then you loose even more depth and you still have to write some code. Keith _______________________________________________ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel