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
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@@ -105,7 +105,7 @@ AttemptColorDepth (int flags, int width, int height, int bpp)
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break;
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break;
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}
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}
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SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, bpp);
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SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, 0);
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SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1);
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videomode_flags = SDL_OPENGL;
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videomode_flags = SDL_OPENGL;
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