| @@ -210,10 +210,11 @@ _mesa_initialize_visual( GLvisual *vis, | |||
| if (depthBits == 0) { | |||
| /* Special case. Even if we don't have a depth buffer we need | |||
| * good values for DepthMax for Z vertex transformation purposes. | |||
| * good values for DepthMax for Z vertex transformation purposes | |||
| * and for per-fragment fog computation. | |||
| */ | |||
| vis->DepthMax = 1; | |||
| vis->DepthMaxF = 1.0F; | |||
| vis->DepthMax = 1 << 16; | |||
| vis->DepthMaxF = (GLfloat) vis->DepthMax; | |||
| } | |||
| else if (depthBits < 32) { | |||
| vis->DepthMax = (1 << depthBits) - 1; | |||