void opengl_tnl_shutdown() { if ( Shadow_map_depth_texture ) { glDeleteTextures(1, &Shadow_map_depth_texture); Shadow_map_depth_texture = 0; } if ( Shadow_map_texture ) { glDeleteTextures(1, &Shadow_map_texture); Shadow_map_texture = 0; } opengl_destroy_all_buffers(); }
void opengl_tnl_shutdown() { for (auto& vao_entry : Stored_vertex_arrays) { glDeleteVertexArrays(1, &vao_entry.second); } Stored_vertex_arrays.clear(); gr_opengl_deferred_shutdown(); if ( Shadow_map_depth_texture ) { glDeleteTextures(1, &Shadow_map_depth_texture); Shadow_map_depth_texture = 0; } if ( Shadow_map_texture ) { glDeleteTextures(1, &Shadow_map_texture); Shadow_map_texture = 0; } opengl_destroy_all_buffers(); }