Le mardi 02 août 2005 à 09:53 -0700, Andy Ross a écrit : > Gerard Robin wrote: > > Being Nvidia and X installed , i continu to search a good answer : > > After many experimentations, I did not notice any change between > > 24bpp and 32 bpp. > > There is no difference between 24 and 32 bpp on NVidia hardware. Both > of them give you a 32 bit 8:8:8:8 RGBA front and backbuffer, a 32 bit > Z depth and (now) an 8 bit stencil buffer, for a grand total of 104 > "real" bits per pixel. > > You can inspect the list of OpenGL visuals available using the > "glxinfo" command line tool if you like. The real choice underneath > the (glut or SDL) abstraction layer is much more complicated than a > single number. > > The reason that this suddenly breaks with the new drivers is that the > new drivers have a new feature: they can now support 16 bit color > buffers even when the desktop is at 32bpp. But these 16 bit modes do > *not* support 8 bit stencil, which is required for the shadow > implementation. So it used to by that when FlightGear asked for a > "16bpp stencil" framebuffer on a 32bpp desktop, it got a 32 bit mode > anyway. But now, the driver can actually fulfill the request, so it > provides a mode that won't work with shadows. > > FlightGear asks for a default color depth of 16bpp, but it also asks > for stencil; this is essentially a bug. These are not compatible > requests on any modern GPUs, which only support 8 bit stencil in true > color modes. > > Andy > > Many Thanks, i begin to understand :=) > >
> -- Gerard _______________________________________________ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d