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..