- if(terraintexture)glDeleteTextures( 1, (const unsigned long *)&terraintexture );
- if(shadowtexture) glDeleteTextures( 1, (const unsigned long *)&shadowtexture );
- if(bodyprinttexture) glDeleteTextures( 1, (const unsigned long *)&bodyprinttexture );
- if(footprinttexture) glDeleteTextures( 1, (const unsigned long *)&footprinttexture );
- if(bloodtexture) glDeleteTextures( 1, (const unsigned long *)&bloodtexture );
- if(bloodtexture2) glDeleteTextures( 1, (const unsigned long *)&bloodtexture2 );
- if(breaktexture) glDeleteTextures( 1, (const unsigned long *)&breaktexture );
+ if(terraintexture)glDeleteTextures( 1, &terraintexture );
+ if(shadowtexture) glDeleteTextures( 1, &shadowtexture );
+ if(bodyprinttexture) glDeleteTextures( 1, &bodyprinttexture );
+ if(footprinttexture) glDeleteTextures( 1, &footprinttexture );
+ if(bloodtexture) glDeleteTextures( 1, &bloodtexture );
+ if(bloodtexture2) glDeleteTextures( 1, &bloodtexture2 );
+ if(breaktexture) glDeleteTextures( 1, &breaktexture );