#pragma once class ChunkVBO final { public: std::size_t size; GLuint handle; public: inline ~ChunkVBO(void) { // The ChunkVBO structure is meant to be a part // of the ChunkMesh component within the EnTT registry; // When the registry is cleaned or a chunk is removed, components // are expected to be safely disposed of so we need a destructor; if(handle) { glDeleteBuffers(1, &handle); } } };