I'm attempting to add stencil buffer functionality to Gosu, and I noticed something rather odd. For X windows (ie Linux), Gosu specifies a value for the depth buffer. Same for OSX. However, on Windows, no value is specified. Why is this?
Also, the depth buffer seems to be 16 bits on OSX and 1 bit on Linux. Am I totally misunderstanding what's going on here, or is there some sort of arcane logic which I'm missing? Both the OSX and X Window specification seem to generate a window with the smallest buffer of at least the size requested, so why is there such a disparity in the numbers?
That is an excellent question. Gosu doesn't use the depth buffer, I guess I've added it for the
ruby-opengl integration example game. Later(tm), Gosu::Window should accept an argument for whether a depth buffer is needed.
Interesting... does this imply that the demo does not work on Windows? I've not done much work with Gosu (or anything programming-related, really) in windows, so I wouldn't know.
I do wish the depth buffer was a bit more helpful with the whole z-order/alpha blending thing by default. It's rather non-intuitive as is. Though I suppose it's faster as is... =/
EDIT: Man, that face doesn't look right in this font... oh well.
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