diff --git a/src/libsuperderpy.c b/src/libsuperderpy.c index 91edef2..1ba82b5 100644 --- a/src/libsuperderpy.c +++ b/src/libsuperderpy.c @@ -223,12 +223,11 @@ SYMBOL_EXPORT struct Game* libsuperderpy_init(int argc, char** argv, const char* al_android_set_apk_fs_interface(); #endif -#if !defined(ALLEGRO_ANDROID) && !defined(ALLEGRO_IPHONE) && !defined(ALLEGRO_SDL) +#if !defined(ALLEGRO_ANDROID) && !defined(ALLEGRO_IPHONE) && (!defined(ALLEGRO_SDL) || defined(__EMSCRIPTEN__)) // We're always using OpenGL which already preserves textures on its own, so avoid // excessive RAM usage by not backuping the bitmaps when not necessary. // Android and iOS can threw out the context, so bitmaps need to be preserved there. - // SDL2 backend seems to have some workaround for old SDL bug, worth looking into. - // This will have to be revisited on mobile GNU/Linux platforms. + // Something should be eventually done about SDL2 backend as well. al_add_new_bitmap_flag(ALLEGRO_NO_PRESERVE_TEXTURE); #endif