- if ( 0u == updateBufferIndex )
- {
- mNodeQueue0.Clear();
- mShaderQueue0.Clear();
- mRendererQueue0.Clear();
- mCameraQueue0.Clear();
- }
- else
- {
- mNodeQueue1.Clear();
- mShaderQueue1.Clear();
- mRendererQueue1.Clear();
- mCameraQueue1.Clear();
- }
+void DiscardQueue::Clear(BufferIndex updateBufferIndex)
+{
+ // Destroy some discarded objects; these should no longer own any GL resources
+ mNodeQueue[updateBufferIndex].Clear();
+ mRendererQueue[updateBufferIndex].Clear();
+ mShaderQueue[updateBufferIndex].Clear();
+ mCameraQueue[updateBufferIndex].Clear();
+ mSceneQueue[updateBufferIndex].Clear();