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#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);
        }
    }
};