Mesh::~Mesh()
{
+ set_manager(0);
delete vbuf;
delete ibuf;
if(vao_id)
glBindVertexArray(0);
}
-Resource::AsyncLoader *Mesh::load(IO::Seekable &io)
+Resource::AsyncLoader *Mesh::load(IO::Seekable &io, const Resources *)
{
return new AsyncLoader(*this, io);
}