Use UnloadTexture in UnloadRenderTexture. Ensures that the color buffer unload logging is printed
This commit is contained in:
parent
c15f3214d5
commit
c6de0cbd28
1 changed files with 1 additions and 5 deletions
|
|
@ -4470,11 +4470,7 @@ void UnloadRenderTexture(RenderTexture2D target)
|
||||||
{
|
{
|
||||||
if (target.id > 0)
|
if (target.id > 0)
|
||||||
{
|
{
|
||||||
if (target.texture.id > 0)
|
UnloadTexture(target.texture);
|
||||||
{
|
|
||||||
// Color texture attached to FBO is deleted
|
|
||||||
rlUnloadTexture(target.texture.id);
|
|
||||||
}
|
|
||||||
|
|
||||||
// NOTE: Depth texture/renderbuffer is automatically
|
// NOTE: Depth texture/renderbuffer is automatically
|
||||||
// queried and deleted before deleting framebuffer
|
// queried and deleted before deleting framebuffer
|
||||||
|
|
|
||||||
Loading…
Reference in a new issue