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- smaller point size when rendering meshes
- fixed a bug in tiled generation where memory would be double released
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@@ -170,8 +170,8 @@ void dtDebugDrawStatNavMesh(const dtStatNavMesh* mesh)
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glEnd();
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glLineWidth(1.0f);
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glPointSize(4.0f);
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glColor4ub(0,0,0,128);
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glPointSize(3.0f);
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glColor4ub(0,0,0,196);
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glBegin(GL_POINTS);
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for (int i = 0; i < mesh->getVertexCount(); ++i)
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{
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