Textures need to be freed before renderers

This commit is contained in:
Sam Lantinga 2013-11-18 20:21:45 -08:00
parent 48cffe33f9
commit d75498f6be
1 changed files with 9 additions and 9 deletions

View File

@ -951,7 +951,7 @@ SDLTest_PrintEvent(SDL_Event * event)
{ {
if ((event->type == SDL_MOUSEMOTION) || (event->type == SDL_FINGERMOTION)) { if ((event->type == SDL_MOUSEMOTION) || (event->type == SDL_FINGERMOTION)) {
/* Mouse and finger motion are really spammy */ /* Mouse and finger motion are really spammy */
return; //return;
} }
fprintf(stderr, "SDL EVENT: "); fprintf(stderr, "SDL EVENT: ");
@ -1416,14 +1416,6 @@ SDLTest_CommonQuit(SDLTest_CommonState * state)
int i; int i;
SDL_free(state->windows); SDL_free(state->windows);
if (state->renderers) {
for (i = 0; i < state->num_windows; ++i) {
if (state->renderers[i]) {
SDL_DestroyRenderer(state->renderers[i]);
}
}
SDL_free(state->renderers);
}
if (state->targets) { if (state->targets) {
for (i = 0; i < state->num_windows; ++i) { for (i = 0; i < state->num_windows; ++i) {
if (state->targets[i]) { if (state->targets[i]) {
@ -1432,6 +1424,14 @@ SDLTest_CommonQuit(SDLTest_CommonState * state)
} }
SDL_free(state->targets); SDL_free(state->targets);
} }
if (state->renderers) {
for (i = 0; i < state->num_windows; ++i) {
if (state->renderers[i]) {
SDL_DestroyRenderer(state->renderers[i]);
}
}
SDL_free(state->renderers);
}
if (state->flags & SDL_INIT_VIDEO) { if (state->flags & SDL_INIT_VIDEO) {
SDL_VideoQuit(); SDL_VideoQuit();
} }