params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.depthBits);
break;
case GL_DEPTH_CLEAR_VALUE:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Depth.Clear);
+ params[0] = FLOAT_TO_BOOLEAN(((GLfloat) ctx->Depth.Clear));
break;
case GL_DEPTH_FUNC:
params[0] = ENUM_TO_BOOLEAN(ctx->Depth.Func);
params[0] = (GLfloat)(ctx->DrawBuffer->Visual.depthBits);
break;
case GL_DEPTH_CLEAR_VALUE:
- params[0] = ctx->Depth.Clear;
+ params[0] = ((GLfloat) ctx->Depth.Clear);
break;
case GL_DEPTH_FUNC:
params[0] = ENUM_TO_FLOAT(ctx->Depth.Func);
params[0] = ctx->DrawBuffer->Visual.depthBits;
break;
case GL_DEPTH_CLEAR_VALUE:
- params[0] = FLOAT_TO_INT(ctx->Depth.Clear);
+ params[0] = FLOAT_TO_INT(((GLfloat) ctx->Depth.Clear));
break;
case GL_DEPTH_FUNC:
params[0] = ENUM_TO_INT(ctx->Depth.Func);
( "GL_DEPTH_BIAS", GLfloat, ["ctx->Pixel.DepthBias"], "", None ),
( "GL_DEPTH_BITS", GLint, ["ctx->DrawBuffer->Visual.depthBits"],
"", None ),
- ( "GL_DEPTH_CLEAR_VALUE", GLfloatN, ["ctx->Depth.Clear"], "", None ),
+ ( "GL_DEPTH_CLEAR_VALUE", GLfloatN, ["((GLfloat) ctx->Depth.Clear)"], "", None ),
( "GL_DEPTH_FUNC", GLenum, ["ctx->Depth.Func"], "", None ),
( "GL_DEPTH_RANGE", GLfloatN,
[ "ctx->Viewport.Near", "ctx->Viewport.Far" ], "", None ),