Add a TODO
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@ -519,6 +519,7 @@ static void GlyphBatch_DestroyTexture(SPRITEBATCH_U64 texture_id, void *udata)
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GLuint gl_texture_id = (GLuint)texture_id;
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GLuint gl_texture_id = (GLuint)texture_id;
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// Flush the vertex buffer if we're about to destroy its texture
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// Flush the vertex buffer if we're about to destroy its texture
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// TODO - This leaves `last_source_texture`/`last_destination_texture` dangling
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if (gl_texture_id == last_source_texture || gl_texture_id == last_destination_texture)
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if (gl_texture_id == last_source_texture || gl_texture_id == last_destination_texture)
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FlushVertexBuffer();
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FlushVertexBuffer();
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@ -847,6 +848,7 @@ void RenderBackend_FreeSurface(RenderBackend_Surface *surface)
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return;
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return;
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// Flush the vertex buffer if we're about to destroy its texture
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// Flush the vertex buffer if we're about to destroy its texture
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// TODO - This leaves `last_source_texture`/`last_destination_texture` dangling
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if (surface->texture_id == last_source_texture || surface->texture_id == last_destination_texture)
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if (surface->texture_id == last_source_texture || surface->texture_id == last_destination_texture)
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FlushVertexBuffer();
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FlushVertexBuffer();
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