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If the texture is used for the entire game lifetime, then no, your OS will deallocate it at the end of your game runtime. |
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What happens if I omit
UnloadTexture()
calls in my C++ program that uses raylib?I want to encapsulate the loadtexture behavior into a function but that will prevent me from being able to unload it at the end.
But given I am using a modern OS (Win10), do I even need to unload it manually anymore? I would assume windows can handle memory cleanup at the end automatically right?
current code:
but I want to change it to this instead:
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