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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - GL Excess demo renders incorrectly on nv43"
href="https://bugs.freedesktop.org/show_bug.cgi?id=92306#c12">Comment # 12</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - GL Excess demo renders incorrectly on nv43"
href="https://bugs.freedesktop.org/show_bug.cgi?id=92306">bug 92306</a>
from <span class="vcard"><a class="email" href="mailto:imirkin@alum.mit.edu" title="Ilia Mirkin <imirkin@alum.mit.edu>"> <span class="fn">Ilia Mirkin</span></a>
</span></b>
<pre>(In reply to Andrew Randrianasulu from <a href="show_bug.cgi?id=92306#c11">comment #11</a>)
<span class="quote">> "Mismatched color and zeta formats, ignoring zeta."</span >
Yeah, as I suspected... unfortunately there's not a ton you can do besides
fixing the issue. The problem is that you can't render to a 32-bit color format
(e.g. RGBA8) while using a 16-bit zeta (Z16), and conversely you can't render
to a 16-bit color format (e.g. RGB565) while using a 32-bit zeta (Z24S8).
My current solution to this problem is to just not set the zeta buffer and move
on with life. This leads to incorrect rendering, but at least no hangs.
The proper solution is to have 2 depth textures that you copy to and fro and
set the "right" one for the given color format. Ideally while minimizing the
number of copies.</pre>
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