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()