The node_attrsz[] array is initially copied from the node->attrsz[]
array but some values get rewritten.  Thereafter, we need to use the
node_attrsz[] values.

Fixes a bug when replaying a display list that uses generic vertex
array[16] (at least).

NOTE: This is a candidate for the 8.0 branch.
---
 src/mesa/vbo/vbo_save_draw.c |    4 ++--
 1 files changed, 2 insertions(+), 2 deletions(-)

diff --git a/src/mesa/vbo/vbo_save_draw.c b/src/mesa/vbo/vbo_save_draw.c
index 9f02905..b903757 100644
--- a/src/mesa/vbo/vbo_save_draw.c
+++ b/src/mesa/vbo/vbo_save_draw.c
@@ -191,7 +191,7 @@ static void vbo_bind_vertex_list(struct gl_context *ctx,
          save->inputs[attr] = &arrays[attr];
 
         arrays[attr].Ptr = (const GLubyte *) NULL + buffer_offset;
-        arrays[attr].Size = node->attrsz[src];
+        arrays[attr].Size = node_attrsz[src];
         arrays[attr].StrideB = node->vertex_size * sizeof(GLfloat);
         arrays[attr].Stride = node->vertex_size * sizeof(GLfloat);
         arrays[attr].Type = GL_FLOAT;
@@ -205,7 +205,7 @@ static void vbo_bind_vertex_list(struct gl_context *ctx,
         
         assert(arrays[attr].BufferObj->Name);
 
-        buffer_offset += node->attrsz[src] * sizeof(GLfloat);
+        buffer_offset += node_attrsz[src] * sizeof(GLfloat);
          varying_inputs |= VERT_BIT(attr);
          ctx->NewState |= _NEW_ARRAY;
       }
-- 
1.7.3.4

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