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set ALLEGRO_NO_PRESERVE_TEXTURE by default on desktop platforms
This almost halves RAM usage on desktop. On mobile, a more elaborate approach will have to be developed.
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@ -197,6 +197,15 @@ SYMBOL_EXPORT struct Game* libsuperderpy_init(int argc, char** argv, const char*
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al_android_set_apk_fs_interface();
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al_android_set_apk_fs_interface();
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#endif
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#endif
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#if !defined(ALLEGRO_ANDROID) && !defined(ALLEGRO_IPHONE) && !defined(ALLEGRO_SDL)
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// We're always using OpenGL which already preserves textures on its own, so avoid
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// excessive RAM usage by not backuping the bitmaps when not necessary.
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// Android and iOS can threw out the context, so bitmaps need to be preserved there.
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// SDL2 backend seems to have some workaround for old SDL bug, worth looking into.
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// This will have to be revisited on mobile GNU/Linux platforms.
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al_add_new_bitmap_flag(ALLEGRO_NO_PRESERVE_TEXTURE);
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#endif
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PrintConsole(game, "libsuperderpy 2 (rev " LIBSUPERDERPY_GIT_REV ")");
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PrintConsole(game, "libsuperderpy 2 (rev " LIBSUPERDERPY_GIT_REV ")");
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PrintConsole(game, "OpenGL%s (%08X)", al_get_opengl_variant() == ALLEGRO_OPENGL_ES ? " ES" : "", al_get_opengl_version());
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PrintConsole(game, "OpenGL%s (%08X)", al_get_opengl_variant() == ALLEGRO_OPENGL_ES ? " ES" : "", al_get_opengl_version());
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