+
+ set<const Object *> cobjects(objects.begin(), objects.end());
+ for(map<const Object *, GL::Mesh *>::iterator i=transient_meshes.begin(); i!=transient_meshes.end(); )
+ {
+ if(!cobjects.count(i->first))
+ {
+ delete i->second;
+ transient_meshes.erase(i++);
+ }
+ else
+ ++i;
+ }