vertices.clear();
normals.clear();
+ tex_coords.clear();
+ indices.clear();
}
void MeshGL::draw() const
glBindVertexArray(0);
}
-void MeshGL::update_vertex_data()
+bool MeshGL::update_vertex_data()
{
update_vbo();
+ return true;
}
void MeshGL::update_vbo()
glDeleteBuffers(1, &nvbo);
if(nvao)
glDeleteVertexArrays(1, &nvao);
-}
\ No newline at end of file
+}