More compliant error check.
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@@ -1,4 +1,4 @@
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/* $Id: matrix.c,v 1.2 1999/09/05 19:59:33 keithw Exp $ */
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/* $Id: matrix.c,v 1.3 1999/09/09 18:49:36 miklos Exp $ */
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/*
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/*
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* Mesa 3-D graphics library
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* Mesa 3-D graphics library
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@@ -912,8 +912,9 @@ void gl_Frustum( GLcontext *ctx,
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GET_ACTIVE_MATRIX( ctx, mat, ctx->NewState, "glFrustrum" );
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GET_ACTIVE_MATRIX( ctx, mat, ctx->NewState, "glFrustrum" );
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if (nearval<=0.0 || farval<=0.0) {
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if ((nearval<=0.0 || farval<=0.0) || (nearval == farval) || (left == right) || (top == bottom)) {
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gl_error( ctx, GL_INVALID_VALUE, "glFrustum(near or far)" );
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gl_error( ctx, GL_INVALID_VALUE, "glFrustum(near or far)" );
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return;
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}
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}
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x = (2.0*nearval) / (right-left);
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x = (2.0*nearval) / (right-left);
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@@ -962,6 +963,11 @@ void gl_Ortho( GLcontext *ctx,
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GET_ACTIVE_MATRIX( ctx, mat, ctx->NewState, "glOrtho" );
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GET_ACTIVE_MATRIX( ctx, mat, ctx->NewState, "glOrtho" );
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if ((left == right) || (bottom == top) || (nearval == farval)) {
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gl_error( ctx, GL_INVALID_VALUE, "gl_Ortho((l = r) or (b = top) or (n=f)" );
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return;
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}
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x = 2.0 / (right-left);
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x = 2.0 / (right-left);
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y = 2.0 / (top-bottom);
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y = 2.0 / (top-bottom);
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z = -2.0 / (farval-nearval);
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z = -2.0 / (farval-nearval);
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