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 ); }
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; }