void Terminate()
{
	glDeleteVertexArrays(1, &cubeVAO);

	DestroyFBO();
	glDeleteBuffers(1, &cubeIBO);
	glDeleteBuffers(1, &cubeVBO);

	textureShader.Destroy();
	basicShader.Destroy();
}
void Terminate()
{
	glDeleteBuffers(1, &g_Camera.UBO);

	CleanCube();

	basicShader.Destroy();
}
void Terminate()
{		
	TwTerminate();

	glDeleteBuffers(1, &Material::UBO);
	glDeleteBuffers(1, &PointLight::UBO);
	glDeleteBuffers(1, &g_Camera.UBO);

	g_Spheres.shrink_to_fit();
	
	CleanMesh(g_SphereMesh);

	glDeleteTextures(3, g_Walls.textures);
	CleanMesh(g_WallMesh);

	g_BlinnPhongShader.Destroy();
	g_AmbientShader.Destroy();
}
Beispiel #4
0
void Clean()
{
	shader.Destroy();
	shaderSkybox.Destroy();
}
Beispiel #5
0
void Terminate() {
    g_BasicShader.Destroy();
    glDeleteBuffers(1, &g_Object.VBO);
}