vao_id = 0;
defer_buffers = true;
dirty = true;
+ disallow_rendering = false;
winding = 0;
if(rm)
if(!vao_id)
{
unbind();
- vertices.apply();
+ vertices.apply(false);
}
else if(set_current(this))
{
Mesh::AsyncLoader::~AsyncLoader()
{
mesh.disallow_rendering = false;
+ delete vertex_updater;
+ delete index_updater;
}
bool Mesh::AsyncLoader::needs_sync() const
else if(phase==3)
{
delete vertex_updater;
+ vertex_updater = 0;
delete index_updater;
+ index_updater = 0;
}
++phase;