}
}
}
- else
- {
- // temp
- // TODO: we need a way to set a mesh color
- __objectColor.SetRGBAColor(0.0f, 1.0f, 1.0f, 1.0f);
- }
Material* pMaterial =element.GetSharedData().geometry.GetMaterial();
delete [] __pRenderQueue;
+#ifndef VE_USE_GL_MULTI_CONTEXT
delete __pColorShader;
delete __pUniformColorShader;
delete __pTextureShader;
delete __pTextureOpacityShader;
-#ifndef VE_USE_GL_MULTI_CONTEXT
_GlContext::ReleaseInstance();
__pGlContext = null;
#endif
#ifdef VE_USE_GL_MULTI_CONTEXT
PRINT(">> CommandHandlerFinalizeGLLayer() pContext %p \n", pGlLayer->__pContext);
+ delete __pColorShader;
+ delete __pUniformColorShader;
+ delete __pTextureShader;
+ delete __pTextureOpacityShader;
+
delete pGlLayer->__pContext;
pGlLayer->__pContext = null;