I just noticed that alienarena fails to create an FBO for depth rendering because on st_validate_framebuffer, the depth attachment contains a pt in the stObj with format XR8G8B8_UNORM, which nv50 (contrary to sp) reports as not supported in screen->is_format_supported if usage is ZS.
This happens because the app seems to use a texture ID that has already been used with mipmaps, and so st_TexImage doesn't create a new pipe texture with the different format, because teximage_realloc is false (NULL passed to glTexImage2D). I'm not sure if that is to be regarded as an application bug or if we should dump the other mipmap levels an reallocate nonetheless, so I'm asking here (I guess the nvidia blob seems to permit this behaviour, I already had another issue with this game where it was too forgiving). Christoph ------------------------------------------------------------------------------ The Planet: dedicated and managed hosting, cloud storage, colocation Stay online with enterprise data centers and the best network in the business Choose flexible plans and management services without long-term contracts Personal 24x7 support from experience hosting pros just a phone call away. http://p.sf.net/sfu/theplanet-com _______________________________________________ Mesa3d-dev mailing list Mesa3d-dev@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/mesa3d-dev