
Before, we used to never call glDeleteFramebuffers, which could in theory lead to leaks in the number of frame buffers available and make releasing the GL context more expensive. PiperOrigin-RevId: 514387847
Before, we used to never call glDeleteFramebuffers, which could in theory lead to leaks in the number of frame buffers available and make releasing the GL context more expensive. PiperOrigin-RevId: 514387847