// so there's a fair amount of OpenGL memory waste anyway (the cache
// is mostly there to save startup time, not RAM).
{
// so there's a fair amount of OpenGL memory waste anyway (the cache
// is mostly there to save startup time, not RAM).
{
if (all_images[pathname] != current_image) {
current_image = all_images[pathname];
set_pixel_data(current_image->pixels.get());
if (all_images[pathname] != current_image) {
current_image = all_images[pathname];
set_pixel_data(current_image->pixels.get());