glBindBuffer(GL_ARRAY_BUFFER, 0)
glDeleteBuffers(1, [self._buffer])
self._buffer = None
+ if self._hasIndices:
+ glBindBuffer(GL_ARRAY_BUFFER, self._bufferIndices)
+ glBufferData(GL_ARRAY_BUFFER, None, GL_STATIC_DRAW)
+ glBindBuffer(GL_ARRAY_BUFFER, 0)
+ glDeleteBuffers(1, [self._bufferIndices])
self._vertexArray = None
self._normalArray = None