GLInstancingRenderer::~GLInstancingRenderer()
{
	delete m_data->m_shadowMap;
	glDeleteTextures(1,&m_data->m_shadowTexture);
	glDeleteTextures(1,&m_data->m_defaultTexturehandle);

	removeAllInstances();

	sData2=0;

	if (m_data)
	{
		if (m_data->m_vbo)
			glDeleteBuffers(1,&m_data->m_vbo);
	}
	delete m_data;
}
Exemple #2
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SystemClass::~SystemClass() {
	SystemClassRegistry::getInstance()->unregisterClass(this);
	removeAllInstances();
}