Window depth was confused with OpenGL depth buffer.

Signed-off-by: Rinat <[email protected]>
---
 va/glx/va_glx_impl.c | 1 -
 1 file changed, 1 deletion(-)

diff --git a/va/glx/va_glx_impl.c b/va/glx/va_glx_impl.c
index 5299589..e181c9a 100644
--- a/va/glx/va_glx_impl.c
+++ b/va/glx/va_glx_impl.c
@@ -504,7 +504,6 @@ static int create_tfp_surface(VADriverContextP ctx, 
VASurfaceGLXP pSurfaceGLX)
     };
     for (attrib = fbconfig_attrs; *attrib != GL_NONE; attrib += 2)
         ;
-    *attrib++ = GLX_DEPTH_SIZE;                 *attrib++ = wattr.depth;
     if (wattr.depth == 32) {
     *attrib++ = GLX_ALPHA_SIZE;                 *attrib++ = 8;
     *attrib++ = GLX_BIND_TO_TEXTURE_RGBA_EXT;   *attrib++ = GL_TRUE;
-- 
1.8.5.2
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