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LibGL: Make glDeleteTextures
skip over 0 names
As stated in the manual: glDeleteTextures silently ignores 0's and names that do not correspond to existing textures. If we do not skip these 0 names, they end up as invalid free texture names in our name allocator.
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3 changed files with 7 additions and 8 deletions
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@ -16,7 +16,7 @@ public:
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TextureNameAllocator() = default;
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void allocate(GLsizei count, GLuint* textures);
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void free(GLsizei count, const GLuint* textures);
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void free(GLuint texture);
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private:
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Stack<GLuint, 512> m_free_texture_names;
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