void Destroy() { if (m_texture_storage) { for (size_t i = 0; i < countof(m_pool); i++) { m_map[i] = NULL; m_offset[i] = 0; gl_DeleteSync(m_fence[i]); // Don't know if we must do it gl_BindBuffer(GL_PIXEL_UNPACK_BUFFER, m_pool[i]); gl_UnmapBuffer(GL_PIXEL_UNPACK_BUFFER); } gl_BindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); } gl_DeleteBuffers(countof(m_pool), m_pool); }
GLSLStaticViewer::~GLSLStaticViewer() { gl_DeleteBuffers(dimension_of(m_VBOIds), m_VBOIds); gl_DeleteVertexArrays(dimension_of(m_VAOIds), m_VAOIds); }