REPEAT(MAX_MODELS, i) { Model* model = &world->models[i]; if(model->active) { Error("Model #%d (%p) was still active when the world was destroyed.", i, model); FreeModel(model); } FreeShaderVariableSet(world->drawEntries[i].generatedVariableSet); }
void DestroyShader() { FreeShaderVariableSet(GlobalShaderVariableSet); }