Fix FFGLFBO::Release leaking the color texture - #104
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The second block in Release tested depthBufferID, which the preceding block had already set to 0, so it never ran and colorTextureID was never deleted. Every FFGLFBO release leaked one texture. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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FFGLFBO::Release()has two consecutive blocks guarded ondepthBufferID:The first block zeroes
depthBufferID, so the second is unreachable. It wasplainly meant to test and delete
colorTextureID, which is therefore neverdeleted — every
FFGLFBOrelease leaks one texture.That matters in practice because
Initialise()callsRelease()on its ownfailure paths, and plugins that keep FBOs for intermediate passes release and
re-initialise them on every resolution change. The leaked textures are
full-size render targets, so it adds up over a session.
The fix is the three-line change to the second condition. No behaviour changes
beyond the texture now being deleted; if
colorTextureIDis already 0 the blockis skipped exactly as before.
🤖 Generated with Claude Code