When installing OSMesa using ./configure --prefix=$install_dir \ --enable-opengl --disable-gles1 --disable-gles2 \ --disable-va --disable-xvmc --disable-vdpau \ --enable-shared-glapi \ --disable-texture-float \ --with-gallium-drivers=swrast \ --disable-dri --with-dri-drivers= \ --disable-egl --with-platforms= --disable-gbm \ --enable-glx --with-platforms=x11 \ --disable-osmesa --enable-gallium-osmesa i.e. using the gallium osmesa implementation, the depth buffer returned by OSMesaGetDepthBuffer is flipped vertically relative to the OSMesa framebuffer. Using the non-gallium osmesa implementation returns a depth buffer correctly aligned with the framebuffer. The gallium-returned depth buffer can be fixed using something like: fbdepth_t * framebuffer_depth (framebuffer * p) { unsigned int * depth; GLint width, height, bytesPerValue; OSMesaGetDepthBuffer (p->ctx, &width, &height, &bytesPerValue, (void **)&depth); assert (p->width == width && p->height == height && bytesPerValue == 4); assert (sizeof(fbdepth_t) == bytesPerValue); #if GALLIUM // fix for bug in gallium/libosmesa // the depth buffer is flipped vertically for (GLint j = 0; j < height/2; j++) for (GLint i = 0; i < width; i++) { unsigned int tmp = depth[j*width + i]; depth[j*width + i] = depth[(height - 1 - j)*width + i]; depth[(height - 1 - j)*width + i] = tmp; } #endif // GALLIUM return depth; }
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