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The texture drawers' attachments are made with them, as large as a render to a texture can be (TextureDrawer::MaxSide()), as SSAA's already were: the per-triangle drawer's depth, and the per-pixel drawer's colour and depth with their framebuffers (OITDrawer::MakeAttachments(), split from MakeBuffers()), each with a framebuffer's place for every image. The room a render read back into video memory is put in is reserved before a renderer's first frame for one of the screen's size (rtt_watch_reserve()). A game's first render to a texture no longer makes them mid-game. Four sites come off the list of allocations during play, 22 left.