void r_shadow_shutdown(void)
{
- int i;
CHECKGLERROR
R_Shadow_UncompileWorldLights();
r_shadow_attenuationgradienttexture = NULL;
r_shadow_attenuation2dtexture = NULL;
r_shadow_attenuation3dtexture = NULL;
- CHECKGLERROR
- if (r_shadow_fborectangle)
- qglDeleteFramebuffersEXT(1, &r_shadow_fborectangle);
- r_shadow_fborectangle = 0;
- CHECKGLERROR
- for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
- if (r_shadow_fbocubeside[i])
- qglDeleteFramebuffersEXT(6, r_shadow_fbocubeside[i]);
- memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
- CHECKGLERROR
- if (r_shadow_fbo2d)
- qglDeleteFramebuffersEXT(1, &r_shadow_fbo2d);
- r_shadow_fbo2d = 0;
- CHECKGLERROR
R_FreeTexturePool(&r_shadow_texturepool);
R_FreeTexturePool(&r_shadow_filters_texturepool);
maxshadowtriangles = 0;