testsprite: zero initialize textures

LoadSprite destroys current textures before allocating new ones.
So make sure the previous (=first) textures are valid.
This commit is contained in:
Anonymous Maarten
2025-09-19 15:37:21 +02:00
parent 4376e10ed4
commit 7501f7194b

View File

@@ -502,7 +502,7 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
/* Create the windows, initialize the renderers, and load the textures */
sprites =
(SDL_Texture **)SDL_malloc(state->num_windows * sizeof(*sprites));
(SDL_Texture **)SDL_calloc(state->num_windows, sizeof(*sprites));
if (!sprites) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!");
return SDL_APP_FAILURE;