In Handmade Hero, I don't see where Casey deletes all the allocated textures, so I have two questions:
- Isn't it necessary to delete all the OpenGL textures at the end of the program?
- In a more general purpose renderer, would it be a good idea to store all the allocated textures in the renderer itself, and delete all of them when the renderer is deinitialized? So we would not have to think about deleting them (except if we want to delete some of them manually during the course of the game, e.g. when unloading a level)
Because in SDL or Raylib, we have to manually delete all the allocated textures at the end, but why don't they keep track of the textures created so they can be deleted at the end when the renderer is freed?