Lets not call glDeleteTextures any more, since the glGenTextures/glDeleteTextures paradigm has gone away.
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@@ -330,7 +330,6 @@ S32 LLImageGL::updateBoundTexMem(const S32 mem, const S32 ncomponents, S32 categ
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//static
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void LLImageGL::destroyGL(BOOL save_state)
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{
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deleteDeadTextures(); //Dump unimportant textures.
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for (S32 stage = 0; stage < gGLManager.mNumTextureUnits; stage++)
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{
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gGL.getTexUnit(stage)->unbind(LLTexUnit::TT_TEXTURE);
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@@ -364,7 +363,6 @@ void LLImageGL::destroyGL(BOOL save_state)
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}
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llinfos << "Storing " << stored_count << " images..." << llendl;
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sAllowReadBackRaw = false ;
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deleteDeadTextures();//Now, actually call glDeleteTextures for everything.
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}
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//static
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@@ -1528,7 +1526,7 @@ void LLImageGL::deleteDeadTextures()
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{
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bool reset = false;
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for(U32 i=0;i<LLTexUnit::TT_NONE;++i)
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/*for(U32 i=0;i<LLTexUnit::TT_NONE;++i)
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{
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for(dead_texturelist_t::iterator it=sDeadTextureList[i].begin();it!=sDeadTextureList[i].end();++it)
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{
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@@ -1554,7 +1552,7 @@ void LLImageGL::deleteDeadTextures()
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stop_glerror();
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}
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}
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}
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}*/
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if (reset)
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{
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