Make sure you clean up the associated renderer when destroying a window.
1.1 --- a/src/test/SDL_test_common.c Thu Jan 16 15:02:41 2014 -0300
1.2 +++ b/src/test/SDL_test_common.c Sat Jan 18 11:47:03 2014 -0800
1.3 @@ -1281,9 +1281,17 @@
1.4 {
1.5 SDL_Window *window = SDL_GetWindowFromID(event->window.windowID);
1.6 if (window) {
1.7 - SDL_DestroyWindow(window);
1.8 for (i = 0; i < state->num_windows; ++i) {
1.9 if (window == state->windows[i]) {
1.10 + if (state->targets[i]) {
1.11 + SDL_DestroyTexture(state->targets[i]);
1.12 + state->targets[i] = NULL;
1.13 + }
1.14 + if (state->renderers[i]) {
1.15 + SDL_DestroyRenderer(state->renderers[i]);
1.16 + state->renderers[i] = NULL;
1.17 + }
1.18 + SDL_DestroyWindow(state->windows[i]);
1.19 state->windows[i] = NULL;
1.20 break;
1.21 }