Now letting LLRenderTarget delete bound textures immediately instead of having them hang around until next frame.
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@@ -261,7 +261,7 @@ void LLRenderTarget::release()
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}
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else
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{
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LLImageGL::deleteTextures(1, &mDepth);
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LLImageGL::deleteTextures(1, &mDepth, true);
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stop_glerror();
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}
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mDepth = 0;
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@@ -290,7 +290,7 @@ void LLRenderTarget::release()
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if (mTex.size() > 0)
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{
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LLImageGL::deleteTextures(mTex.size(), &mTex[0]);
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LLImageGL::deleteTextures(mTex.size(), &mTex[0], true);
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mTex.clear();
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}
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