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authordhewg2011-03-02 23:00:48 +0100
committerdhewg2011-03-02 23:18:36 +0100
commit2d4a64d18493b142b1899a822202015339733cfa (patch)
treefb954f21d4a2023d04425b9e5b9f8ebf688d9d72 /backends/platform/android/texture.cpp
parentc2d4cce429baa56b5a0962a854ece6163270995f (diff)
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ANDROID: Properly release texture resources
When calling glDeleteTextures() we need a valid surface.
Diffstat (limited to 'backends/platform/android/texture.cpp')
-rw-r--r--backends/platform/android/texture.cpp7
1 files changed, 5 insertions, 2 deletions
diff --git a/backends/platform/android/texture.cpp b/backends/platform/android/texture.cpp
index 9840e7d5c5..ea8a89df78 100644
--- a/backends/platform/android/texture.cpp
+++ b/backends/platform/android/texture.cpp
@@ -98,12 +98,15 @@ GLESTexture::GLESTexture() :
}
GLESTexture::~GLESTexture() {
+ release();
+}
+
+void GLESTexture::release() {
debug("Destroying texture %u", _texture_name);
GLCALL(glDeleteTextures(1, &_texture_name));
}
-void GLESTexture::reinitGL() {
- GLCALL(glDeleteTextures(1, &_texture_name));
+void GLESTexture::reinit() {
GLCALL(glGenTextures(1, &_texture_name));
// bypass allocBuffer() shortcut to reinit the texture properly