Now letting LLRenderTarget delete bound textures immediately instead of having them hang around until next frame.
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@@ -1015,12 +1015,17 @@ void LLImageGL::generateTextures(S32 numTextures, U32 *textures)
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}
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// static
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void LLImageGL::deleteTextures(S32 numTextures, U32 *textures)
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void LLImageGL::deleteTextures(S32 numTextures, U32 *textures, bool immediate)
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{
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for (S32 i = 0; i < numTextures; i++)
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{
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sDeadTextureList.push_back(textures[i]);
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}
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if (immediate)
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{
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LLImageGL::deleteDeadTextures();
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}
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}
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// static
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