REVIEWED: rlUnloadMesh()
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@ -3015,11 +3015,11 @@ void rlDrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int c
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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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