Destroy the VAO
| 61 | |
| 62 | // Destroy the VAO |
| 63 | void VertexArrayObject::destroy() { |
| 64 | |
| 65 | // Delete the vertex buffer object |
| 66 | if (mVertexArrayID != 0) { |
| 67 | glDeleteVertexArrays(1, &mVertexArrayID); |
| 68 | mVertexArrayID = 0; |
| 69 | } |
| 70 | } |
nothing calls this directly
no outgoing calls
no test coverage detected