The problem seems to be in st_manager.c: if (visual->depth_stencil_format != PIPE_FORMAT_NONE) { mode->haveDepthBuffer = GL_TRUE; mode->haveStencilBuffer = GL_TRUE;
mode->depthBits = util_format_get_component_bits(visual->depth_stencil_format, UTIL_FORMAT_COLORSPACE_ZS, 0); mode->stencilBits = util_format_get_component_bits(visual->depth_stencil_format, UTIL_FORMAT_COLORSPACE_ZS, 1); } This sets haveStencilBuffer even for depth-only buffers. How about fixing this to set haveDepthBuffer and haveStencilBuffer only if bits > 0, and later removing haveStencilBuffer, haveDepthBuffer and haveAccumBuffer in favor of just testing the *bits counterparts? BTW, what if we have a floating-point depth buffer, or, say, a shared exponent floating-point color buffer? How do we represent that with the visual structure? Shouldn't we be using the actual formats instead of this *bits stuff, maybe by having Mesa look at its internal structures instead of a GLXVisual-like struct? ------------------------------------------------------------------------------ Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev _______________________________________________ Mesa3d-dev mailing list Mesa3d-dev@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/mesa3d-dev