matrix = &ctx->_ModelProjectMatrix;
}
else if (mat == STATE_TEXTURE_MATRIX) {
+ ASSERT(index < Elements(ctx->TextureMatrixStack));
matrix = ctx->TextureMatrixStack[index].Top;
}
else if (mat == STATE_PROGRAM_MATRIX) {
+ ASSERT(index < Elements(ctx->ProgramMatrixStack));
matrix = ctx->ProgramMatrixStack[index].Top;
}
else if (mat == STATE_COLOR_MATRIX) {
mat = ctx->ProjectionMatrixStack.Top;
}
else if (ctx->VertexProgram.TrackMatrix[i] == GL_TEXTURE) {
- mat = ctx->TextureMatrixStack[ctx->Texture.CurrentUnit].Top;
+ GLuint unit = MIN2(ctx->Texture.CurrentUnit,
+ Elements(ctx->TextureMatrixStack) - 1);
+ mat = ctx->TextureMatrixStack[unit].Top;
}
else if (ctx->VertexProgram.TrackMatrix[i] == GL_COLOR) {
mat = ctx->ColorMatrixStack.Top;
else if (ctx->VertexProgram.TrackMatrix[i] >= GL_MATRIX0_NV &&
ctx->VertexProgram.TrackMatrix[i] <= GL_MATRIX7_NV) {
GLuint n = ctx->VertexProgram.TrackMatrix[i] - GL_MATRIX0_NV;
- ASSERT(n < MAX_PROGRAM_MATRICES);
+ ASSERT(n < Elements(ctx->ProgramMatrixStack));
mat = ctx->ProgramMatrixStack[n].Top;
}
else {