SceneRenderer::~SceneRenderer() { deleteShaderPrograms(); deleteShaders(); if (gBuffer) delete gBuffer; if (ssaoBuffer) delete ssaoBuffer; }
ParticleRenderer::~ParticleRenderer() { delete m_particleSystem; deleteShaders(); deleteVBO(); deleteEBOs(); }
/* Safely disposes graphics subsystem */ int gDispose(GContext *context) { deleteBuffers (&(context->buffers)); deletePrograms(&(context->programs)); deleteShaders (&(context->shaders)); //printInfo("disposeGraphics()\n"); #ifdef DEBUG checkError(); #endif return 0; }
Shader::~Shader () { detachShaders(); deleteShaders(); deleteProgram(); }