···38313831 // Time to actually free this target data
38323832 if(renderer->enabled_features & GPU_FEATURE_RENDER_TARGETS)
38333833 {
38343834- int default_framebuffer_handle = 0;
38353835-38363836- glGetIntegerv(GL_FRAMEBUFFER_BINDING, &default_framebuffer_handle);
38373837- if(data->handle != default_framebuffer_handle)
38383838- glDeleteFramebuffersPROC(1, &data->handle);
38343834+ // It might be possible to check against the default framebuffer (save that binding in the context data) and avoid deleting that... Is that desired?
38353835+ glDeleteFramebuffersPROC(1, &data->handle);
38393836 }
3840383738413838 SDL_free(data);