REVIEWED: rlUnloadMesh() #1615
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@ -859,7 +859,7 @@ void UploadMesh(Mesh *mesh)
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void UnloadMesh(Mesh mesh)
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{
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// Unload rlgl mesh vboId data
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rlUnloadMesh(mesh);
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rlUnloadMesh(&mesh);
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RL_FREE(mesh.vertices);
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RL_FREE(mesh.texcoords);
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11
src/rlgl.h
11
src/rlgl.h
@ -575,7 +575,7 @@ RLAPI void rlUpdateMesh(Mesh mesh, int buffer, int count); // Upd
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RLAPI void rlUpdateMeshAt(Mesh mesh, int buffer, int count, int index); // Update vertex or index data on GPU, at index
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RLAPI void rlDrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
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RLAPI void rlDrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int count); // Draw a 3d mesh with material and transform
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RLAPI void rlUnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
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RLAPI void rlUnloadMesh(Mesh *mesh); // Unload mesh data from CPU and GPU
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// NOTE: There is a set of shader related functions that are available to end user,
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// to avoid creating function wrappers through core module, they have been directly declared in raylib.h
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@ -3012,20 +3012,21 @@ void rlDrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int c
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}
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// Unload mesh data from CPU and GPU
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void rlUnloadMesh(Mesh mesh)
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void rlUnloadMesh(Mesh *mesh)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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for (int i = 0; i < 7; i++) glDeleteBuffers(1, &mesh.vboId[i]); // DEFAULT_MESH_VERTEX_BUFFERS (model.c)
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for (int i = 0; i < 7; i++) glDeleteBuffers(1, mesh->vboId[i]); // DEFAULT_MESH_VERTEX_BUFFERS (model.c)
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if (RLGL.ExtSupported.vao)
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{
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glBindVertexArray(0);
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glDeleteVertexArrays(1, &mesh.vaoId);
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glDeleteVertexArrays(1, mesh->vaoId);
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TRACELOG(LOG_INFO, "VAO: [ID %i] Unloaded vertex data from VRAM (GPU)", mesh.vaoId);
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}
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else TRACELOG(LOG_INFO, "VBO: Unloaded vertex data from VRAM (GPU)");
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#endif
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RL_FREE(mesh.vboId);
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RL_FREE(mesh->vboId);
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mesh->vboId = NULL;
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}
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// Read screen pixel data (color buffer)
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