STKMesh: Clean our buffers when deleted.
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@ -334,8 +334,18 @@ STKMesh::STKMesh(irr::scene::IMesh* mesh, ISceneNode* parent, irr::scene::IScene
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STKMesh::~STKMesh()
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{
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// glDeleteBuffers(vertex_buffer.size(), vertex_buffer.data());
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// glDeleteBuffers(index_buffer.size(), index_buffer.data());
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for (u32 i = 0; i < Mesh->getMeshBufferCount(); ++i)
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{
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scene::IMeshBuffer* mb = Mesh->getMeshBuffer(i);
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if (!mb)
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continue;
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GLMesh mesh = GLmeshes[i];
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glDeleteVertexArrays(1, &(mesh.vao_first_pass));
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glDeleteVertexArrays(1, &(mesh.vao_second_pass));
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glDeleteVertexArrays(1, &(mesh.vao_glow_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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}
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static
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