//----------------------------------------------------------------------- GLHardwareBufferManagerBase::~GLHardwareBufferManagerBase() { destroyAllDeclarations(); destroyAllBindings(); OGRE_FREE_ALIGN(mScratchBufferPool, MEMCATEGORY_GEOMETRY, SCRATCH_ALIGNMENT); }
HardwareBufferManagerBase::~HardwareBufferManagerBase() { mVertexBuffers.clear(); mIndexBuffers.clear(); destroyAllDeclarations(); destroyAllBindings(); }
GL3PlusHardwareBufferManagerBase::~GL3PlusHardwareBufferManagerBase() { mShaderStorageBuffers.clear(); destroyAllDeclarations(); destroyAllBindings(); OGRE_FREE_ALIGN(mScratchBufferPool, MEMCATEGORY_GEOMETRY, SCRATCH_ALIGNMENT); }
//----------------------------------------------------------------------- HardwareBufferManagerBase::~HardwareBufferManagerBase() { // Clear vertex/index buffer list first, avoid destroyed notify do // unnecessary work, and we'll destroy everything here. mVertexBuffers.clear(); mIndexBuffers.clear(); // Destroy everything destroyAllDeclarations(); destroyAllBindings(); // No need to destroy main buffers - they will be destroyed by removal of bindings // No need to destroy temp buffers - they will be destroyed automatically. }
//----------------------------------------------------------------------- DefaultHardwareBufferManagerBase::~DefaultHardwareBufferManagerBase() { destroyAllDeclarations(); destroyAllBindings(); }
//----------------------------------------------------------------------- D3D9HardwareBufferManager::~D3D9HardwareBufferManager() { destroyAllDeclarations(); destroyAllBindings(); }
//----------------------------------------------------------------------- GLDefaultHardwareBufferManager::~GLDefaultHardwareBufferManager() { destroyAllDeclarations(); destroyAllBindings(); }