Clean vao_shadow_pass on instanced.
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@ -27,6 +27,8 @@ void STKInstancedSceneNode::cleanGL()
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continue;
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if (mesh.vao)
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glDeleteVertexArrays(1, &(mesh.vao));
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if (mesh.vao_shadow_pass)
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glDeleteVertexArrays(1, &(mesh.vao_shadow_pass));
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glDeleteBuffers(1, &(mesh.vertex_buffer));
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glDeleteBuffers(1, &(mesh.index_buffer));
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}
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