fixed off-by-one errors in matrix stack setup/cleanup

This commit is contained in:
Brian Paul
2000-03-06 17:03:03 +00:00
parent 3f600e47cf
commit 7fc29c5fa7

View File

@@ -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 );