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

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