return videomode_list != NULL;
}
+void RenderingEngine::removeMesh(const irr::scene::IMesh* mesh)
+{
+ m_device->getSceneManager()->getMeshCache()->removeMesh(mesh);
+}
+
+void RenderingEngine::cleanupMeshCache()
+{
+ auto mesh_cache = m_device->getSceneManager()->getMeshCache();
+ while (mesh_cache->getMeshCount() != 0) {
+ if (scene::IAnimatedMesh *mesh = mesh_cache->getMeshByIndex(0))
+ mesh_cache->removeMesh(mesh);
+ }
+}
+
bool RenderingEngine::setupTopLevelWindow(const std::string &name)
{
// FIXME: It would make more sense for there to be a switch of some
case video::EDT_DIRECT3D9:
hWnd = reinterpret_cast<HWND>(exposedData.D3D9.HWnd);
break;
+#if ENABLE_GLES
+ case video::EDT_OGLES1:
+ case video::EDT_OGLES2:
+#endif
case video::EDT_OPENGL:
hWnd = reinterpret_cast<HWND>(exposedData.OpenGLWin32.HWnd);
break;