gsdx: don't request a depth buffer on the window

Code directly uses depth buffer attached to a frame buffer
This commit is contained in:
Gregory Hainaut 2017-04-21 19:08:27 +02:00
parent 2155f65478
commit bb35261aca
3 changed files with 3 additions and 3 deletions

View File

@ -51,7 +51,7 @@ void GSWndEGL::CreateContext(int major, int minor)
EGL_RED_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_BLUE_SIZE, 8,
EGL_DEPTH_SIZE, 24,
EGL_DEPTH_SIZE, 0,
EGL_RENDERABLE_TYPE, EGL_OPENGL_BIT,
EGL_NONE
};

View File

@ -52,7 +52,7 @@ void GSWndOGL::CreateContext(int major, int minor)
GLX_RED_SIZE , 8,
GLX_GREEN_SIZE , 8,
GLX_BLUE_SIZE , 8,
GLX_DEPTH_SIZE , 24,
GLX_DEPTH_SIZE , 0,
GLX_DOUBLEBUFFER , True,
None
};

View File

@ -197,7 +197,7 @@ void GSWndWGL::OpenWGLDisplay()
0, // Shift Bit Ignored
0, // No Accumulation Buffer
0, 0, 0, 0, // Accumulation Bits Ignored
24, // 24Bit Z-Buffer (Depth Buffer)
0, // 24Bit Z-Buffer (Depth Buffer)
8, // 8bit Stencil Buffer
0, // No Auxiliary Buffer
PFD_MAIN_PLANE, // Main Drawing Layer