Failure to do so makes it impossible to re-init magick_list as it is already
marked as initialized even if it was destroyed.
Fixes #825.
ActivateSemaphoreInfo(&magick_semaphore);
LockSemaphoreInfo(magick_semaphore);
if (magick_list != (SplayTreeInfo *) NULL)
- magick_list=DestroySplayTree(magick_list);
+ {
+ magick_list=DestroySplayTree(magick_list);
+ magick_list_initialized=MagickFalse;
+ }
UnlockSemaphoreInfo(magick_semaphore);
RelinquishSemaphoreInfo(&magick_semaphore);
}