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Avoid leaking texture->tex_id when clearing render targets
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@ -1822,6 +1822,10 @@ void TextureStorage::_clear_render_target(RenderTarget *rt) {
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rt->overridden.color = RID();
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} else if (rt->color) {
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glDeleteTextures(1, &rt->color);
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if (rt->texture.is_valid()) {
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Texture *tex = get_texture(rt->texture);
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tex->tex_id = 0;
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}
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}
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rt->color = 0;
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