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Actually don't even call HWR_FreeMipmapCache between levels because I feel like it's futile outside of PWAD loading
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@ -3026,10 +3026,8 @@ boolean P_SetupLevel(boolean skipprecip)
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// Even mipmaps that aren't related to level textures.
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// Even mipmaps that aren't related to level textures.
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// Presumably, the hardware render code used to store textures as level data.
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// Presumably, the hardware render code used to store textures as level data.
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// Meaning, they had memory allocated and marked with the PU_LEVEL tag.
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// Meaning, they had memory allocated and marked with the PU_LEVEL tag.
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// Now, only mipmaps that AREN'T level textures are freed between levels.
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// Level textures are only reloaded after R_LoadTextures, which is
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// Level textures are only reloaded after R_LoadTextures, which is
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// when the texture list is loaded.
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// when the texture list is loaded.
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HWR_FreeMipmapCache();
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#ifdef ALAM_LIGHTING
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#ifdef ALAM_LIGHTING
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// BP: reset light between levels (we draw preview frame lights on current frame)
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// BP: reset light between levels (we draw preview frame lights on current frame)
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HWR_ResetLights();
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HWR_ResetLights();
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