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tung avatar tung commented on July 22, 2024

Keep sdlgl.texture ref in sprite.lua. Closed by 7fd9dfc.

  • The problem was that the OpenGL texture ID is only valid as long
    as the sdlgl.texture object was 'live'. The sprite object didn't
    keep a ref to it, so it got GC'd, causing the __gc finalizer to
    be called, which deletes the texture, causing the white block.
  • sfont.lua also grabs the tex ID from an sdlgl.texture, but it
    keeps the object around, so it doesn't suffer the same problem.

from quipkit.

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