Fix memory leak (thanks @HaydenKow)
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@ -872,6 +872,9 @@ void _glAllocateSpaceForMipmaps(TextureObject* active) {
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/* If there was existing data, then copy it where it should go */
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memcpy(_glGetMipmapLocation(active, 0), temp, size);
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/* We no longer need this */
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free(temp);
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/* Set the data offset depending on whether or not this is a
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* paletted texure */
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active->baseDataOffset = _glGetMipmapDataOffset(active, 0);
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