static void vbo_destroy_vertex_list( GLcontext *ctx, void *data )
{
   struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *)data;
   (void) ctx;

   if ( --node->vertex_store->refcount == 0 ) 
      free_vertex_store( ctx, node->vertex_store );

   if ( --node->prim_store->refcount == 0 )
      FREE( node->prim_store );
}
Example #2
0
static void
vbo_destroy_vertex_list(struct gl_context *ctx, void *data)
{
   struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
   (void) ctx;

   if (--node->vertex_store->refcount == 0)
      free_vertex_store(ctx, node->vertex_store);

   if (--node->prim_store->refcount == 0)
      free(node->prim_store);

   free(node->current_data);
   node->current_data = NULL;
}