Source/ThunderBeast/QuakeToonProto1/ref_gl/gl_image.c
void GL_FreeUnusedImages (void)
{
	int		i;
	image_t	*image;

	// never free r_notexture or particle texture
	r_notexture->registration_sequence = registration_sequence;
	r_particletexture->registration_sequence = registration_sequence;

	for (i=0, image=gltextures ; i<numgltextures ; i++, image++)
	{
		if (image->registration_sequence == registration_sequence)
			continue;		// used this sequence
		if (!image->registration_sequence)
			continue;		// free image_t slot
		if (image->type == it_pic)
			continue;		// don't free pics
		// free it
		qglDeleteTextures (1, &image->texnum);
		memset (image, 0, sizeof(*image));
	}
}
/*
================
GL_FreeUnusedImages

Any image that was not touched on this registration sequence
will be freed.
================
*/
GL_FreeUnusedImages
Any image that was not touched on this registration sequence
will be freed.
GL_FreeUnusedImages Any image that was not touched on this registration sequence will be freed .
void GL_FreeUnusedImages (void)
{
	int		i;
	image_t	*image;
	r_notexture->registration_sequence = registration_sequence;
	r_particletexture->registration_sequence = registration_sequence;
	for (i=0, image=gltextures ; i<numgltextures ; i++, image++)
	{
		if (image->registration_sequence == registration_sequence)
			continue;		
		if (!image->registration_sequence)
			continue;		
		if (image->type == it_pic)
			continue;		
		qglDeleteTextures (1, &image->texnum);
		memset (image, 0, sizeof(*image));
	}
}
void GL_FreeUnusedImages ( void ) { int i ; image_t * image ; r_notexture -> registration_sequence = registration_sequence ; r_particletexture -> registration_sequence = registration_sequence ; for ( i = 0 , image = gltextures ; i < numgltextures ; i ++ , image ++ ) { if ( image -> registration_sequence == registration_sequence ) continue ; if ( ! image -> registration_sequence ) continue ; if ( image -> type == it_pic ) continue ; qglDeleteTextures ( 1 , & image -> texnum ) ; memset ( image , 0 , sizeof ( * image ) ) ; } }
GL_FreeUnusedImages
Any image that was not touched on this registration sequence
will be freed.
GL_FreeUnusedImages Any image that was not touched on this registration sequence will be freed .
// never free r_notexture or particle texture // used this sequence // free image_t slot // don't free pics // free it