fix bad array indexing in _save_current_init() that caused context state to get clobbered
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@@ -444,7 +444,6 @@ static void _save_upgrade_vertex( GLcontext *ctx,
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tnl->save.counter = ctx->Const.MaxArrayLockSize;
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tnl->save.initial_counter = tnl->save.counter;
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/* Recalculate all the attrptr[] values:
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*/
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for (i = 0, tmp = tnl->save.vertex ; i < _TNL_ATTRIB_MAX ; i++) {
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@@ -460,7 +459,6 @@ static void _save_upgrade_vertex( GLcontext *ctx,
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*/
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_save_copy_from_current( ctx );
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/* Replay stored vertices to translate them to new format here.
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*
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* If there are copied vertices and the new (upgraded) attribute
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@@ -1534,13 +1532,16 @@ static void _save_current_init( GLcontext *ctx )
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GLint i;
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for (i = 0; i < _TNL_ATTRIB_MAT_FRONT_AMBIENT; i++) {
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ASSERT(i < VERT_ATTRIB_MAX);
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tnl->save.currentsz[i] = &ctx->ListState.ActiveAttribSize[i];
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tnl->save.current[i] = ctx->ListState.CurrentAttrib[i];
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}
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for (i = _TNL_ATTRIB_MAT_FRONT_AMBIENT; i < _TNL_ATTRIB_INDEX; i++) {
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tnl->save.currentsz[i] = &ctx->ListState.ActiveMaterialSize[i];
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tnl->save.current[i] = ctx->ListState.CurrentMaterial[i];
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const GLuint j = i - _TNL_ATTRIB_MAT_FRONT_AMBIENT;
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ASSERT(j < MAT_ATTRIB_MAX);
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tnl->save.currentsz[i] = &ctx->ListState.ActiveMaterialSize[j];
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tnl->save.current[i] = ctx->ListState.CurrentMaterial[j];
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}
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tnl->save.currentsz[_TNL_ATTRIB_INDEX] = &ctx->ListState.ActiveIndex;
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