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Kenneth Moreland authored
There was this stupid hackish thing I was doing when grapping the image buffer storing the last render. Instead of getting it by allocating the buffer again, store the pointer in a different state variable. Now you only call allocate when you need a new buffer. With this change, you only call the state buffer allocate functions when you want a fresh buffer. In debug mode, fill the values with 0xDC to make it more obvious when I create an error when reusing buffers.
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