there's no need to reset the image data
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@@ -30,9 +30,6 @@ GLuint Texturepool::getTextureID() {
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void Texturepool::removeTextureID(GLuint texture_id) {
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bool needs_clear = false;
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glBindTexture(GL_TEXTURE_2D, texture_id);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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texture_ids.insert(texture_id);
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if (texture_ids.size() > TextureMax)
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