Beispiel #1
0
void NX::Program::RemoveShader(__in const std::string& strShaderFilePath, __in GLenum ShaderType){
    RemoveShader(NX::ShaderManager::Instance().FetchShaderResource(strShaderFilePath, ShaderType));
}
 ~SkPDFImageShader() {
     RemoveShader(this);
     fResources.unrefAll();
 }
 ~SkPDFFunctionShader() {
     if (isValid()) {
         RemoveShader(this);
     }
     fResources.unrefAll();
 }
   connect(this->GetResourceObject(), SIGNAL(LoadMap(const std::string&)),
      mViewer, SLOT(OnLoadMapFile(const std::string&)));

   connect(this->GetResourceObject(), SIGNAL(UnloadGeometry()),
      mViewer, SLOT(OnUnloadGeometryFile()));

   connect(mViewer, SIGNAL(ShaderLoaded(const std::string&, const std::string&, const std::string&)),
      this->GetResourceObject(), SLOT(OnNewShader(const std::string&, const std::string&, const std::string&)));

   connect(this->GetResourceObject(), SIGNAL(ApplyShader(const std::string&, const std::string&)),
      mViewer, SLOT(OnApplyShader(const std::string&, const std::string&)));

   connect(mViewer, SIGNAL(LightUpdate(const LightInfo&)),
      this->GetResourceObject(), SLOT(OnLightUpdate(const LightInfo&)));

   connect(this->GetResourceObject(), SIGNAL(RemoveShader()),
      mViewer, SLOT(OnRemoveShader()));

   connect(this->GetResourceObject(), SIGNAL(FixLights()),
      mViewer, SLOT(OnFixLights()));

   connect(this->GetResourceObject(), SIGNAL(SetCurrentLight(int)),
      mViewer, SLOT(OnSetCurrentLight(int)));

   connect(this->GetResourceObject(), SIGNAL(SetLightEnabled(int, bool)),
      mViewer, SLOT(OnSetLightEnabled(int, bool)));

   connect(this->GetResourceObject(), SIGNAL(SetLightType(int, int)),
      mViewer, SLOT(OnSetLightType(int, int)));

   connect(this->GetResourceObject(), SIGNAL(SetLightPosition(int, const osg::Vec3&)),
Beispiel #5
0
 virtual ~SkPDFImageShader() {
     if (isValid()) {
         RemoveShader(this);
     }
     fResources.unrefAll();
 }
Beispiel #6
0
 virtual ~SkPDFAlphaFunctionShader() {
     if (isValid()) {
         RemoveShader(this);
     }
 }