void M_ChangeRenderPrecise(void) { #ifdef GL_DOOM if (V_GetMode() != VID_MODEGL) { gl_seamless = false; return; } else { if (render_precise) { gl_seamless = true; gld_InitVertexData(); } else { gl_seamless = false; gld_CleanVertexData(); } } #endif // GL_DOOM AM_SetRenderPrecise(); }
void gld_CleanMemory(void) { gld_CleanVertexData(); gld_CleanTexItems(numtextures, &gld_GLTextures); gld_CleanTexItems(numlumps, &gld_GLPatchTextures); gld_CleanDisplayLists(); gl_preprocessed = false; }