glGenBuffers(1, &id);
}
+OpenGLBuffer::OpenGLBuffer(OpenGLBuffer &&other):
+ id(other.id)
+{
+ other.id = 0;
+}
+
OpenGLBuffer::~OpenGLBuffer()
{
if(this==scratch_binding)
unbind_scratch();
- glDeleteBuffers(1, &id);
+ if(id)
+ glDeleteBuffers(1, &id);
}
void OpenGLBuffer::allocate()
bool OpenGLBuffer::unmap()
{
- // TODO check if it's mapped
if(ARB_direct_state_access)
return glUnmapNamedBuffer(id);
else if(OES_mapbuffer)