Mesh::~Mesh()
{
set_manager(0);
+ batches.clear();
delete vbuf;
delete ibuf;
}
if(allow_gl_calls)
{
obj.check_buffers(VERTEX_BUFFER);
- obj.vtx_setup.set_vertex_array(obj.vertices);
+ obj.vtx_setup.refresh();
}
}
else if(phase==1)
{
mesh.resize_buffers();
- mesh.vtx_setup.set_vertex_array(vertices);
+ mesh.vtx_setup.refresh();
vertex_updater = mesh.vertices.refresh_async();
if(!mesh.batches.empty())
index_updater = mesh.batches.front().refresh_async();