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Commit 5a437d58 authored by Keith Whitwell's avatar Keith Whitwell
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Cleaning up

parent c6569511
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/* $Id: attrib.c,v 1.3 1999/09/18 20:41:22 keithw Exp $ */
/* $Id: attrib.c,v 1.4 1999/09/19 23:43:02 keithw Exp $ */
/*
* Mesa 3-D graphics library
......@@ -492,6 +492,7 @@ void gl_PopAttrib( GLcontext* ctx )
}
TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial, GL_COLOR_MATERIAL);
TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE);
TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST);
TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER);
TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG);
TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING);
......
/* $Id: context.c,v 1.8 1999/09/18 20:41:22 keithw Exp $ */
/* $Id: context.c,v 1.9 1999/09/19 23:43:02 keithw Exp $ */
/*
* Mesa 3-D graphics library
......@@ -1350,10 +1350,17 @@ void gl_destroy_context( GLcontext *ctx )
for (i = 0 ; i < MAX_MODELVIEW_STACK_DEPTH ; i++) {
gl_matrix_dtr( &ctx->ModelViewStack[i] );
}
gl_matrix_dtr( &ctx->ProjectionMatrix );
for (i = 0 ; i < MAX_PROJECTION_STACK_DEPTH ; i++) {
gl_matrix_dtr( &ctx->ProjectionStack[i] );
}
free( ctx->PB );
free( ctx->VB );
if(ctx->input != ctx->VB->IM)
gl_immediate_free( ctx->input );
gl_vb_free( ctx->VB );
ctx->Shared->RefCount--;
assert(ctx->Shared->RefCount>=0);
......@@ -1411,6 +1418,14 @@ void gl_destroy_context( GLcontext *ctx )
if (ctx->EvalMap.Map2Texture4.Points)
free( ctx->EvalMap.Map2Texture4.Points );
/* Free cache of immediate buffers. */
while (ctx->nr_im_queued-- > 0) {
struct immediate * next = ctx->freed_im_queue->next;
free( ctx->freed_im_queue );
ctx->freed_im_queue = next;
}
gl_extensions_dtr(ctx);
free( (void *) ctx );
#ifndef THREADS
......
/* $Id: depth.c,v 1.2 1999/09/10 14:24:35 keithw Exp $ */
/* $Id: depth.c,v 1.3 1999/09/19 23:43:02 keithw Exp $ */
/*
* Mesa 3-D graphics library
......@@ -817,6 +817,7 @@ void gl_alloc_depth_buffer( GLcontext* ctx )
if (!ctx->Buffer->Depth) {
/* out of memory */
ctx->Depth.Test = GL_FALSE;
ctx->NewState |= NEW_RASTER_OPS;
gl_error( ctx, GL_OUT_OF_MEMORY, "Couldn't allocate depth buffer" );
}
}
......
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