// use the largest scrap texture size we can (not sure if this is really a good idea)
for (block_size = 1;block_size < realmaxsize && block_size < gl_max_scrapsize.integer;block_size <<= 1);
- texturemempool = Mem_AllocPool("Texture Info");
- texturedatamempool = Mem_AllocPool("Texture Storage (not yet uploaded)");
- textureprocessingmempool = Mem_AllocPool("Texture Processing Buffers");
+ texturemempool = Mem_AllocPool("Texture Info", 0, NULL);
+ texturedatamempool = Mem_AllocPool("Texture Storage (not yet uploaded)", 0, NULL);
+ textureprocessingmempool = Mem_AllocPool("Texture Processing Buffers", 0, NULL);
// Disable JPEG screenshots if the DLL isn't loaded
if (! JPEG_OpenLibrary ())