On 25/05/15 14:41, Brian Paul wrote:
> If the glPushAttrib() mask value was zero we didn't actually push
> anything onto the attribute stack.  A subsequent glPopAttrib() call
> would generate a GL_STACK_UNDERFLOW error.  Now push a dummy attribute
> in that case to prevent the error.
> 
> Mesa now matches nvidia's behavior.
If you feel that these cause significant headaches for game/app
developers feel free to throw in the stable tag on the series.

Thanks
Emil

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