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authorBrian Paul <[email protected]>2009-04-01 17:34:16 -0600
committerBrian Paul <[email protected]>2009-04-01 17:39:26 -0600
commite4b27b4a69f28ca71944fef5f809023bed630a95 (patch)
tree8fb17fe62f35daeb585f917126a36270bda44782
parent935e6b19245542d177ab26ced416dd665a79048d (diff)
mesa: fix a recursive display list problem
This fixes an issue when compiling glCallList() into another display list when the mode is GL_COMPILE_AND_EXECUTE. Before, the call to glCallList() called _mesa_save_CallList() which called neutral_CallList() which then called _mesa_save_CallList() again. In the end, the parent display list contained two calls to the child display list instead of one. Let's be on the lookout for regressions caused by this change for a while before we cherry-pick this elsewhere.
-rw-r--r--src/mesa/main/dlist.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/mesa/main/dlist.c b/src/mesa/main/dlist.c
index 8f7f703da96..537ff5881f3 100644
--- a/src/mesa/main/dlist.c
+++ b/src/mesa/main/dlist.c
@@ -975,7 +975,7 @@ _mesa_save_CallList(GLuint list)
ctx->Driver.CurrentSavePrimitive = PRIM_UNKNOWN;
if (ctx->ExecuteFlag) {
- CALL_CallList(ctx->Exec, (list));
+ _mesa_CallList(list);
}
}