If bins outside the current scene bounds are being corrupted, we'll
need to fix that separately. Currently seems ok though.
/* Free all but last binner command lists:
*/
- for (i = 0; i < TILES_X; i++) {
- for (j = 0; j < TILES_Y; j++) {
+ for (i = 0; i < scene->tiles_x; i++) {
+ for (j = 0; j < scene->tiles_y; j++) {
lp_scene_bin_reset(scene, i, j);
}
}
+ /* If there are any bins which weren't cleared by the loop above,
+ * they will be caught (on debug builds at least) by this assert:
+ */
assert(lp_scene_is_empty(scene));
/* Free all but last binned data block: