explicitly remove textures during resetSimulation
move glViewport to Win32Window
This commit is contained in:
@@ -944,9 +944,18 @@ int GLInstancingRenderer::registerGraphicsInstance(int shapeIndex, const float*
|
||||
return newUid;
|
||||
}
|
||||
|
||||
void GLInstancingRenderer::removeTexture(int textureIndex)
|
||||
{
|
||||
if ((textureIndex >= 0) && (textureIndex < m_data->m_textureHandles.size()))
|
||||
{
|
||||
InternalTextureHandle& h = m_data->m_textureHandles[textureIndex];
|
||||
glDeleteTextures(1, &h.m_glTexture);
|
||||
}
|
||||
}
|
||||
|
||||
int GLInstancingRenderer::registerTexture(const unsigned char* texels, int width, int height, bool flipPixelsY)
|
||||
{
|
||||
|
||||
B3_PROFILE("GLInstancingRenderer::registerTexture");
|
||||
b3Assert(glGetError() ==GL_NO_ERROR);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
Reference in New Issue
Block a user