{
}
+void MeshRenderer::GlContextDestroyed()
+{
+ MeshInfo& meshInfo0 = mMeshInfo[ 0 ];
+ Mesh* mesh = meshInfo0.mesh;
+ if( mesh )
+ {
+ mesh->GlContextDestroyed();
+ }
+ MeshInfo& meshInfo1 = mMeshInfo[ 1 ];
+ mesh = meshInfo1.mesh;
+ if( mesh )
+ {
+ mesh->GlContextDestroyed();
+ }
+}
+
void MeshRenderer::GlCleanup()
{
// MeshRenderer does not own any GL resources