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From the Previous Entry
And, I think if you unload a set currently being used shit will break.

Yep! I think I'll just remove the ability to unload loaded component sets for now, because there isn't any easy way to detect whether or not a specific component is being used. The sets themselves take up barely any space in memory anyway, so I doubt this is a big issue.

The bigger issue is that the texture is still loaded even after the component set is unloaded... that is an issue.

Also, I don't know why it did that mipmapping when it broke. As this is the only time it occurs, I'm figuring its just an artifact of passing garbage values to the renderer. I think.

UPDATE: Fixed the textures-not-unloading bug. Apparently I had written a function, ComponentSet::_freeTextures but forgot to actually write a destructor. DUR DUR.
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