void entity_particle_quit(void) { if (particle_created) { texture_delete(ent_particle_tex); ent_particle_tex = NULL; free(ent_particle_sprite); ent_particle_sprite = NULL; particle_created = false; } }
void shadow_mapper_finish() { texture_delete(texture_ptr); glDeleteFramebuffers(1, &fbo); glDeleteRenderbuffers(1, &depth_buffer); glDeleteTextures(1,&depth_texture); }