Re: [2/5] wined3d: Fix depth buffer formats to use actual depth textures
H. Verbeet wrote:
Two things to note here: - We use GL_DEPTH_COMPONENT24_ARB as internal format for 16-bit depth textures. This is needed because GL_DEPTH_COMPONENT16_ARB doesn't work with FBOs. - We don't properly support combined depth and stencil buffer formats yet. To support this properly we need to be able to detect if the relevant extensions are available or not.
Was GL_ARB_DEPTH_TEXTURE detection added to wine recently? I don't have the latest copy. If not, needs to be added to take advantage of the formats you're adding. I think GL_EXT_PACKED_DEPTH_STENCIL should be used for stencil/depth..
On 17/11/06, Ivan Gyurdiev <ivg231(a)gmail.com> wrote:
Was GL_ARB_DEPTH_TEXTURE detection added to wine recently? I don't have the latest copy. If not, needs to be added to take advantage of the formats you're adding. No, but it's a pretty old extension. The trouble with the current setup is that we can't use different formats based on what extensions are present.
I think GL_EXT_PACKED_DEPTH_STENCIL should be used for stencil/depth.. Yes, it should. However, that extension is a lot newer, and as mentioned above we can't currently return different formats based on what extensions are present.
participants (2)
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H. Verbeet -
Ivan Gyurdiev