Forgot to clean some VAOs.

This commit is contained in:
vlj
2014-03-28 01:55:10 +01:00
parent 348a20288f
commit 35c8a14938
3 changed files with 29 additions and 0 deletions

View File

@@ -19,6 +19,30 @@ const core::vector3df& scale) :
firstTime = true;
}
void STKAnimatedMesh::cleanGLMeshes()
{
for (u32 i = 0; i < GLmeshes.size(); ++i)
{
GLMesh mesh = GLmeshes[i];
if (!mesh.vertex_buffer)
continue;
if (mesh.vao_first_pass)
glDeleteVertexArrays(1, &(mesh.vao_first_pass));
if (mesh.vao_second_pass)
glDeleteVertexArrays(1, &(mesh.vao_second_pass));
if (mesh.vao_glow_pass)
glDeleteVertexArrays(1, &(mesh.vao_glow_pass));
if (mesh.vao_displace_pass)
glDeleteVertexArrays(1, &(mesh.vao_displace_pass));
if (mesh.vao_displace_mask_pass)
glDeleteVertexArrays(1, &(mesh.vao_displace_mask_pass));
if (mesh.vao_shadow_pass)
glDeleteVertexArrays(1, &(mesh.vao_shadow_pass));
glDeleteBuffers(1, &(mesh.vertex_buffer));
glDeleteBuffers(1, &(mesh.index_buffer));
}
}
void STKAnimatedMesh::setMesh(scene::IAnimatedMesh* mesh)
{
firstTime = true;

View File

@@ -18,6 +18,7 @@ protected:
core::matrix4 ModelViewProjectionMatrix, TransposeInverseModelView;
void drawSolidPass1(const GLMesh &mesh, GeometricMaterial type);
void drawSolidPass2(const GLMesh &mesh, ShadedMaterial type);
void cleanGLMeshes();
public:
STKAnimatedMesh(irr::scene::IAnimatedMesh* mesh, irr::scene::ISceneNode* parent,
irr::scene::ISceneManager* mgr, irr::s32 id,

View File

@@ -105,6 +105,10 @@ void STKMeshSceneNode::cleanGLMeshes()
glDeleteVertexArrays(1, &(mesh.vao_glow_pass));
if (mesh.vao_displace_pass)
glDeleteVertexArrays(1, &(mesh.vao_displace_pass));
if (mesh.vao_displace_mask_pass)
glDeleteVertexArrays(1, &(mesh.vao_displace_mask_pass));
if (mesh.vao_shadow_pass)
glDeleteVertexArrays(1, &(mesh.vao_shadow_pass));
glDeleteBuffers(1, &(mesh.vertex_buffer));
glDeleteBuffers(1, &(mesh.index_buffer));
}