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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);
}
}
};
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