From a9bcf751030895494fc098f8d0ff56b2496bd993 Mon Sep 17 00:00:00 2001 From: Brian Paul Date: Thu, 6 Apr 2006 04:23:58 +0000 Subject: Replace MESA_FORMAT_DEPTH_COMPONENT_FLOAT32 with 32-bit integer format. This allows render to depth texture (we don't support floating pt. Z buffers). Rename MESA_FORMAT_DEPTH_COMPONENT16/32 as MESA_FORMAT_Z16/32. Software fallback for glCopyTexImage now uses integer temporary image instead of float, eliminates a lot of float/int conversions. --- src/mesa/drivers/dri/i915/intel_tex.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/mesa/drivers/dri') diff --git a/src/mesa/drivers/dri/i915/intel_tex.c b/src/mesa/drivers/dri/i915/intel_tex.c index 4bd7f92db0..d2bf9d06c1 100644 --- a/src/mesa/drivers/dri/i915/intel_tex.c +++ b/src/mesa/drivers/dri/i915/intel_tex.c @@ -572,7 +572,7 @@ intelChooseTextureFormat( GLcontext *ctx, GLint internalFormat, case GL_DEPTH_COMPONENT16: case GL_DEPTH_COMPONENT24: case GL_DEPTH_COMPONENT32: - return &_mesa_texformat_depth_component16; + return &_mesa_texformat_z16; default: fprintf(stderr, "unexpected texture format %s in %s\n", -- cgit v1.2.3