We don't need to pass the renderer into SDLTest_CleanupTextDrawing()
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@@ -3236,9 +3236,9 @@ int SDLTest_DrawString(SDL_Renderer * renderer, int x, int y, const char *s)
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return (result);
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}
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void SDLTest_CleanupTextDrawing(SDL_Renderer *renderer)
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void SDLTest_CleanupTextDrawing(void)
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{
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int i;
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unsigned int i;
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for (i = 0; i < SDL_arraysize(SDLTest_CharTextureCache); ++i) {
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if (SDLTest_CharTextureCache[i]) {
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SDL_DestroyTexture(SDLTest_CharTextureCache[i]);
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