use PANDA_ALLOC_ARRAY etc
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caae0af597
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@ -1273,7 +1273,7 @@ release_texture(TextureContext *tc) {
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if (gltex->allocated_buffer != NULL) {
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nassertv(gltex->num_levels != 0);
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TinyTextureContext::get_class_type().dec_memory_usage(TypeHandle::MC_array, gltex->total_bytecount);
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gl_free(gltex->allocated_buffer);
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PANDA_FREE_ARRAY(gltex->allocated_buffer);
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gltex->allocated_buffer = NULL;
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gltex->total_bytecount = 0;
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gltex->num_levels = 0;
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@ -1892,10 +1892,10 @@ setup_gltex(GLTexture *gltex, int x_size, int y_size, int num_levels) {
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if (gltex->total_bytecount != total_bytecount) {
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if (gltex->allocated_buffer != NULL) {
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gl_free(gltex->allocated_buffer);
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PANDA_FREE_ARRAY(gltex->allocated_buffer);
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TinyTextureContext::get_class_type().dec_memory_usage(TypeHandle::MC_array, gltex->total_bytecount);
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}
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gltex->allocated_buffer = (void *)gl_malloc(total_bytecount);
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gltex->allocated_buffer = PANDA_MALLOC_ARRAY(total_bytecount);
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gltex->total_bytecount = total_bytecount;
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TinyTextureContext::get_class_type().inc_memory_usage(TypeHandle::MC_array, total_bytecount);
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}
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@ -40,7 +40,7 @@ evict_lru() {
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if (gltex->allocated_buffer != NULL) {
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nassertv(gltex->num_levels != 0);
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TinyTextureContext::get_class_type().dec_memory_usage(TypeHandle::MC_array, gltex->total_bytecount);
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gl_free(gltex->allocated_buffer);
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PANDA_FREE_ARRAY(gltex->allocated_buffer);
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gltex->allocated_buffer = NULL;
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gltex->total_bytecount = 0;
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gltex->num_levels = 0;
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