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-rw-r--r--src/mesa/main/context.c20
1 files changed, 13 insertions, 7 deletions
diff --git a/src/mesa/main/context.c b/src/mesa/main/context.c
index eb3b7a8121b..b1d922f6515 100644
--- a/src/mesa/main/context.c
+++ b/src/mesa/main/context.c
@@ -1,4 +1,4 @@
-/* $Id: context.c,v 1.44 2000/03/03 17:47:39 brianp Exp $ */
+/* $Id: context.c,v 1.45 2000/03/06 17:03:03 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -775,7 +775,7 @@ static void init_attrib_groups( GLcontext *ctx )
gl_matrix_alloc_inv( &ctx->ModelView );
ctx->ModelViewStackDepth = 0;
- for (i = 0 ; i < MAX_MODELVIEW_STACK_DEPTH ; i++) {
+ for (i = 0; i < MAX_MODELVIEW_STACK_DEPTH - 1; i++) {
gl_matrix_ctr( &ctx->ModelViewStack[i] );
gl_matrix_alloc_inv( &ctx->ModelViewStack[i] );
}
@@ -792,7 +792,7 @@ static void init_attrib_groups( GLcontext *ctx )
ctx->NearFarStack[0][0] = 1.0; /* These values seem weird by make */
ctx->NearFarStack[0][1] = 0.0; /* sense mathematically. */
- for (i = 0 ; i < MAX_PROJECTION_STACK_DEPTH ; i++) {
+ for (i = 0; i < MAX_PROJECTION_STACK_DEPTH - 1; i++) {
gl_matrix_ctr( &ctx->ProjectionStack[i] );
gl_matrix_alloc_inv( &ctx->ProjectionStack[i] );
}
@@ -801,7 +801,7 @@ static void init_attrib_groups( GLcontext *ctx )
for (i=0; i<MAX_TEXTURE_UNITS; i++) {
gl_matrix_ctr( &ctx->TextureMatrix[i] );
ctx->TextureStackDepth[i] = 0;
- for (j = 0 ; j < MAX_TEXTURE_STACK_DEPTH ; j++) {
+ for (j = 0; j < MAX_TEXTURE_STACK_DEPTH - 1; j++) {
ctx->TextureStack[i][j].inv = 0;
}
}
@@ -1446,8 +1446,8 @@ GLcontext *gl_create_context( GLvisual *visual,
*/
void gl_free_context_data( GLcontext *ctx )
{
- GLuint i;
struct gl_shine_tab *s, *tmps;
+ GLuint i, j;
/* if we're destroying the current context, unbind it first */
if (ctx == gl_get_current_context()) {
@@ -1461,13 +1461,19 @@ void gl_free_context_data( GLcontext *ctx )
#endif
gl_matrix_dtr( &ctx->ModelView );
- for (i = 0 ; i < MAX_MODELVIEW_STACK_DEPTH ; i++) {
+ for (i = 0; i < MAX_MODELVIEW_STACK_DEPTH - 1; i++) {
gl_matrix_dtr( &ctx->ModelViewStack[i] );
}
gl_matrix_dtr( &ctx->ProjectionMatrix );
- for (i = 0 ; i < MAX_PROJECTION_STACK_DEPTH ; i++) {
+ for (i = 0; i < MAX_PROJECTION_STACK_DEPTH - 1; i++) {
gl_matrix_dtr( &ctx->ProjectionStack[i] );
}
+ for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
+ gl_matrix_dtr( &ctx->TextureMatrix[i] );
+ for (j = 0; j < MAX_TEXTURE_STACK_DEPTH - 1; j++) {
+ gl_matrix_dtr( &ctx->TextureStack[i][j] );
+ }
+ }
FREE( ctx->PB );