vg_linear_header(world->heap) );
}
+ for( u32 i=0; i<mdl_arrcount(&world->ent_cubemap); i++ ){
+ ent_cubemap *cm = mdl_arritm(&world->ent_cubemap,i);
+ glDeleteTextures( 1, &cm->texture_id );
+ glDeleteFramebuffers( 1, &cm->framebuffer_id );
+ glDeleteRenderbuffers( 1, &cm->renderbuffer_id );
+ }
+
world->status = k_world_status_unloaded;
}