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Fix GPU memory leak from checking in FreeTargetData() against bound FBO (instead of default FBO).

+2 -5
+2 -5
src/renderer_GL_common.inl
··· 3831 3831 // Time to actually free this target data 3832 3832 if(renderer->enabled_features & GPU_FEATURE_RENDER_TARGETS) 3833 3833 { 3834 - int default_framebuffer_handle = 0; 3835 - 3836 - glGetIntegerv(GL_FRAMEBUFFER_BINDING, &default_framebuffer_handle); 3837 - if(data->handle != default_framebuffer_handle) 3838 - glDeleteFramebuffersPROC(1, &data->handle); 3834 + // It might be possible to check against the default framebuffer (save that binding in the context data) and avoid deleting that... Is that desired? 3835 + glDeleteFramebuffersPROC(1, &data->handle); 3839 3836 } 3840 3837 3841 3838 SDL_free(data);