We have a visual haveStencilBuffer == 1 but stencilBits == 0 (and no
stencil renderbuffer), which I suppose shouldn't be happening.
visualid and fbconfigid are also 0.

Here is the full structure:
$1 = {next = 0x0, rgbMode = 1 '\001', floatMode = 0 '\000',
colorIndexMode = 0 '\000', doubleBufferMode = 1, stereoMode = 0,
haveAccumBuffer = 0 '\000', haveDepthBuffer = 1 '\001',
  haveStencilBuffer = 1 '\001', redBits = 8, greenBits = 8, blueBits =
8, alphaBits = 8, redMask = 0, greenMask = 0, blueMask = 0, alphaMask
= 0, rgbBits = 32, indexBits = 0, accumRedBits = 0,
  accumGreenBits = 0, accumBlueBits = 0, accumAlphaBits = 0, depthBits
= 24, stencilBits = 0, numAuxBuffers = 0, level = 0, pixmapMode = 0,
visualID = 0, visualType = 0, visualRating = 0, transparentPixel = 0,
  transparentRed = 0, transparentGreen = 0, transparentBlue = 0,
transparentAlpha = 0, transparentIndex = 0, sampleBuffers = 0, samples
= 0, drawableType = 0, renderType = 0, xRenderable = 0, fbconfigID =
0,
  maxPbufferWidth = 0, maxPbufferHeight = 0, maxPbufferPixels = 0,
optimalPbufferWidth = 0, optimalPbufferHeight = 0, visualSelectGroup =
0, swapMethod = 0, screen = 0, bindToTextureRgb = 0,
  bindToTextureRgba = 0, bindToMipmapTexture = 0, bindToTextureTargets
= 0, yInverted = 0}

BTW, what's the purpose of having haveStencilBuffer at all? Isn't
checking stencilBits != 0 enough?

------------------------------------------------------------------------------
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

Reply via email to