//----------------------------------------------------------------------------//
DirectFBRenderer::~DirectFBRenderer()
{
    destroyAllTextureTargets();
    destroyAllTextures();
    destroyAllGeometryBuffers();

    delete d_defaultTarget;
}
Beispiel #2
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//----------------------------------------------------------------------------//
OpenGLRenderer::~OpenGLRenderer()
{
    destroyAllGeometryBuffers();
    destroyAllTextureTargets();
    destroyAllTextures();

    delete d_defaultTarget;
    delete d_textureTargetFactory;
}
//----------------------------------------------------------------------------//
IrrlichtRenderer::~IrrlichtRenderer()
{
    destroyAllGeometryBuffers();
    destroyAllTextureTargets();
    destroyAllTextures();

    delete d_eventPusher;
    delete d_defaultRoot;
    delete d_defaultTarget;
}
//----------------------------------------------------------------------------//
NullRenderer::~NullRenderer()
{
    delete d_shaderWrapperTextured;
    delete d_shaderWrapperSolid;

    destroyAllGeometryBuffers();
    destroyAllTextureTargets();
    destroyAllTextures();

    delete d_defaultTarget;
}
Beispiel #5
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//----------------------------------------------------------------------------//
OpenGL3Renderer::~OpenGL3Renderer()
{
    destroyAllGeometryBuffers();
    destroyAllTextureTargets();
    destroyAllTextures();

    delete d_defaultTarget;
    delete d_textureTargetFactory;
    delete d_openGLStateChanger;
    delete d_shaderManager;
    delete d_viewProjectionMatrix;
}
Beispiel #6
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//----------------------------------------------------------------------------//
Direct3D10Renderer::~Direct3D10Renderer()
{
    destroyAllTextureTargets();
    destroyAllTextures();
    destroyAllGeometryBuffers();

    delete d_defaultTarget;

    if (d_effect)
        d_effect->Release();

    if (d_inputLayout)
        d_inputLayout->Release();

}
Beispiel #7
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	FlowVRCegRenderer::~FlowVRCegRenderer()
	{
		destroyAllTextures();
		destroyAllTextureTargets();
		destroyAllGeometryBuffers();

		if(m_nIdVs)
			m_writer->delVertexShader( m_nIdVs );
		if(m_nIdPs)
			m_writer->delPixelShader( m_nIdPs );

		delete m_renderingRoot;
		delete m_defaultRenderTarget;


		// send to flowvr-render
		flush();

		delete m_writer;
	}