void destroyvbo(GLuint vbo) { vboinfo *exists = vbos.access(vbo); if(!exists) return; vboinfo &vbi = *exists; if(vbi.uses <= 0) return; vbi.uses--; if(!vbi.uses) { glDeleteBuffers_(1, &vbo); if(vbi.data) delete[] vbi.data; vbos.remove(vbo); } }