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use ALLEGRO_NO_PRESERVE_TEXTURE on SDL2
seems there's no reason not to; it even fixes some stuff
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@ -230,11 +230,10 @@ 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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#endif
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#if !defined(ALLEGRO_ANDROID) && !defined(ALLEGRO_IPHONE) && (!defined(ALLEGRO_SDL) || defined(__EMSCRIPTEN__))
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#if !defined(ALLEGRO_ANDROID) && !defined(ALLEGRO_IPHONE)
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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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// Something should be eventually done about SDL2 backend as well.
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al_add_new_bitmap_flag(ALLEGRO_NO_PRESERVE_TEXTURE);
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#endif
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