SETCAPS(oglSystem.capabilities);
if(!mesh.flags.vertices)
{
- oglMesh.vertices.free(glCaps_vertexBuffer);
+ oglMesh.vertices.free();
delete mesh.vertices;
}
if(!mesh.flags.normals)
{
- oglMesh.normals.free(glCaps_vertexBuffer);
+ oglMesh.normals.free();
delete mesh.normals;
}
if(!mesh.flags.tangents)
{
- oglMesh.tangents.free(glCaps_vertexBuffer);
+ oglMesh.tangents.free();
delete mesh.tangents;
}
if(!mesh.flags.lightVectors)
{
- oglMesh.lightVectors.free(glCaps_vertexBuffer);
+ oglMesh.lightVectors.free();
delete mesh.lightVectors;
}
if(!mesh.flags.texCoords1)
{
- oglMesh.texCoords.free(glCaps_vertexBuffer);
+ oglMesh.texCoords.free();
delete mesh.texCoords;
}
if(!mesh.flags.texCoords2)
{
- oglMesh.texCoords2.free(glCaps_vertexBuffer);
+ oglMesh.texCoords2.free();
// delete mesh.texCoords2;
}
if(!mesh.flags.colors)
{
- oglMesh.colors.free(glCaps_vertexBuffer);
+ oglMesh.colors.free();
delete mesh.colors;
}
if(!mesh.flags)
SETCAPS(oglSystem.capabilities);
if(oglIndices)
{
- oglIndices.buffer.free(glCaps_vertexBuffer);
+ oglIndices.buffer.free();
delete oglIndices.indices;
delete oglIndices;
}
void swizzle(SwizzleMode swizzle)
{
#ifdef _DEBUG
- if(!((DefaultShaderBits)state).texturing && !((DefaultShaderBits)state).cubeMap)
+ if(swizzle && !((DefaultShaderBits)state).texturing && !((DefaultShaderBits)state).cubeMap)
printf("swizzle() with texturing off\n");
#endif
if(((DefaultShaderBits)state).swizzle != swizzle)
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_OES
#define GL_REFLECTION_MAP GL_REFLECTION_MAP_OES
#define GL_TEXTURE_GEN_MODE GL_TEXTURE_GEN_MODE_OES
- #define GL_TEXTURE_GEN_STR GL_TEXTURE_GEN_STR_OES
+ #define GL_TEXTURE_GEN_STR GL_TEXTURE_GEN_STR_OES
#define glTexGeni glTexGeniOES
#define glTexGenfv glTexGenfvOES