some cleanup of glDelete calls to guard against bugs caused by GL
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 19 Jun 2013 01:27:59 +0000 (01:27 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 19 Jun 2013 01:27:59 +0000 (01:27 +0000)
commit5a4be9fc214e0831a862d51f702510d2a002fa4b
tree7e0c5b9188ef93e7c4b9faef6d0e50b55cfd7155
parentd4ffca10b770837060cfd8bd43ed11dd810352f8
some cleanup of glDelete calls to guard against bugs caused by GL
changing the binding when we delete a currently active object

fix a major resource leak by calling R_FrameData_NewFrame and
R_BufferData_NewFrame earlier so that they work when disconnected

improved gl_vbostats output

clarify some logic related to r_batch_dynamicbuffer

don't bother destroying a temporary vertex buffer that we end up
destroying as part of the array cleanup

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@11956 d7cf8633-e32d-0410-b094-e92efae38249
cl_screen.c
gl_backend.c
gl_rmain.c