more error checking around images, should prevent vram leaks
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@@ -103,10 +103,17 @@ TextureLoaderResult MessageImageLoader::load(TextureUploaderI& tu, Message3Handl
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new_entry.current_texture = 0;
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new_entry.current_texture = 0;
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for (const auto& [ms, data] : res.frames) {
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for (const auto& [ms, data] : res.frames) {
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const auto n_t = tu.upload(data.data(), res.width, res.height);
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const auto n_t = tu.upload(data.data(), res.width, res.height);
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if (n_t == 0) {
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continue;
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}
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new_entry.textures.push_back(n_t);
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new_entry.textures.push_back(n_t);
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new_entry.frame_duration.push_back(ms);
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new_entry.frame_duration.push_back(ms);
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}
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}
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if (new_entry.textures.empty()) {
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continue;
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}
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new_entry.width = res.width;
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new_entry.width = res.width;
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new_entry.height = res.height;
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new_entry.height = res.height;
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@@ -116,6 +116,9 @@ struct TextureCache {
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_tu.destroy(tex_id);
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_tu.destroy(tex_id);
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}
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}
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}
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}
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for (const auto& tex_id : _default_texture.textures) {
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_tu.destroy(tex_id);
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}
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}
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}
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struct GetInfo {
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struct GetInfo {
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