SDL_GL_DEPTH_SIZE is z-buffer depth, not color depth. UQM uses no z-buffer.

Hat tip to Vorn for for the documentation search.


git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@2226 8092fc87-c524-0410-9efc-e669fe64eaf9
This commit is contained in:
mcmartin
2006-01-22 06:01:36 +00:00
parent 1a72c36d6d
commit 7137fb2366
+1 -1
View File
@@ -105,7 +105,7 @@ AttemptColorDepth (int flags, int width, int height, int bpp)
break;
}
SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, bpp);
SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 0);
SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1);
videomode_flags = SDL_OPENGL;