FGLRenderer::~FGLRenderer() { gl_DeleteAllAttachedLights(); FMaterial::FlushAll(); if (mShaderManager != NULL) delete mShaderManager; if (mVBO != NULL) delete mVBO; if (glpart2) delete glpart2; if (glpart) delete glpart; if (mirrortexture) delete mirrortexture; if (gllight) delete gllight; if (mFBID != 0) gl.DeleteFramebuffers(1, &mFBID); }
FGLRenderer::~FGLRenderer() { gl_FlushModels(); gl_DeleteAllAttachedLights(); FMaterial::FlushAll(); if (mShaderManager != NULL) delete mShaderManager; if (mSamplerManager != NULL) delete mSamplerManager; if (mVBO != NULL) delete mVBO; if (mSkyVBO != NULL) delete mSkyVBO; if (mLights != NULL) delete mLights; if (glpart2) delete glpart2; if (glpart) delete glpart; if (mirrortexture) delete mirrortexture; if (mFBID != 0) glDeleteFramebuffers(1, &mFBID); if (mVAOID != 0) { glBindVertexArray(0); glDeleteVertexArrays(1, &mVAOID); } }