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quick VOA free question (leaking?)



this is what I'm doing:

glBindVertexArrayAPPLE (ID);
glFinishObjectAPPLE (GL_VERTEX_ARRAY, ID);
glDeleteVertexArraysAPPLE (1, &ID);

free (_buffer);

What I'm not doing now is:

glVertexArrayRangeAPPLE (0, _buffer);

before the DeleteVertexArraysAPPLE.

Will DeleteVertexArraysAPPLE actually NULL the pointer to my buffer?
Or am I leaking in the driver?

Also, we're seeing rare crashes in the above code on the new PowerBooks
with the ATI Mobility Radeon 9000. Anyone else see this?

Thanks.

-------------------
Tobias Ford...
email@hidden email@hidden
-------------------
Senior Software Engineer @ WolfPack Studios
www.wolfpackstudios.com www.shadowbane.com
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