fixed off by one error in matrix stack depths (Eero Pajarre)
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@ -1,4 +1,4 @@
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/* $Id: matrix.c,v 1.14 2000/02/02 19:28:27 brianp Exp $ */
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/* $Id: matrix.c,v 1.15 2000/02/21 23:00:51 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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@ -1058,7 +1058,7 @@ _mesa_PushMatrix( void )
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switch (ctx->Transform.MatrixMode) {
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case GL_MODELVIEW:
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if (ctx->ModelViewStackDepth>=MAX_MODELVIEW_STACK_DEPTH-1) {
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if (ctx->ModelViewStackDepth >= MAX_MODELVIEW_STACK_DEPTH - 1) {
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gl_error( ctx, GL_STACK_OVERFLOW, "glPushMatrix");
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return;
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}
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@ -1066,7 +1066,7 @@ _mesa_PushMatrix( void )
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&ctx->ModelView );
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break;
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case GL_PROJECTION:
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if (ctx->ProjectionStackDepth>=MAX_PROJECTION_STACK_DEPTH) {
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if (ctx->ProjectionStackDepth >= MAX_PROJECTION_STACK_DEPTH - 1) {
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gl_error( ctx, GL_STACK_OVERFLOW, "glPushMatrix");
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return;
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}
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@ -1082,7 +1082,7 @@ _mesa_PushMatrix( void )
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case GL_TEXTURE:
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{
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GLuint t = ctx->Texture.CurrentTransformUnit;
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if (ctx->TextureStackDepth[t] >= MAX_TEXTURE_STACK_DEPTH) {
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if (ctx->TextureStackDepth[t] >= MAX_TEXTURE_STACK_DEPTH - 1) {
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gl_error( ctx, GL_STACK_OVERFLOW, "glPushMatrix");
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return;
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}
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