mesh_free( &world->mesh_route_lines );
mesh_free( &world->mesh_geo );
mesh_free( &world->mesh_no_collide );
-
+
+ /* glDeleteBuffers silently ignores 0's and names that do not correspond to
+ * existing buffer objects.
+ * */
glDeleteBuffers( 1, &world->tbo_light_entities );
glDeleteTextures( 1, &world->tex_light_entities );
glDeleteTextures( 1, &world->tex_light_cubes );
/* FIXME: CANT DO THIS HERE */
/* whynot? */
+ /* oh this should be moved to a global function */
world_global.time = 0.0;
world_global.rewind_from = 0.0;
world_global.rewind_to = 0.0;
vg_linear_clear( world->audio_vgl );
#endif
-
vg_release_thread_sync();
}
memset( &world->meta, 0, sizeof(mdl_context) );
/*
- * TODO: Theres probably a better way to do this?
- */
+ * TODO: Theres probably a better way to do this? */
+ /* yep, find all members that can be memsetted to 0. this is probably
+ * every member anyway, given the below is just setting to 0
+ *
+ * also: rename clean to init? */
world->textures = NULL;
world->texture_count = 0;
world->geo_bh = NULL;
world->volume_bh = NULL;
world->audio_bh = NULL;
+ world->rendering_gate = NULL;
world->water.enabled = 0;