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