/** * uninitializes the align drawing and imaging stuff */ void alignUninit() { /* load the texture if dynamic textures is on */ if(dynamicTextures) { unloadTexture(curSlice-1); if(refTex) { unloadTexture(curSlice); } } /* turn off animation */ animate = FALSE; }
void OpenGLTextureManager::unloadAnimatedTexture(OpenGLAnimatedTextureInfo* aAnimatedTextureInfo) { if(aAnimatedTextureInfo != NULL) { unloadTexture(aAnimatedTextureInfo->textureInfo); } }
stageTexture_c::~stageTexture_c() { unloadTexture(); if ( animated ) { delete animated; } }
void CTextureManager::unloadAllTextures() { std::map<unsigned int, GLuint>::iterator i = m_mTextureId.begin(); for (; i != m_mTextureId.end(); i++) unloadTexture(i->first); m_mTextureId.clear(); }
void stageTexture_c::uploadTexture() { unloadTexture(); if ( animated ) { animated->uploadTextures(); } if ( mapName.length() == 0 || !stricmp( mapName, "$lightmap" ) ) { return; } if ( this->bClamp ) { singleTexture = MAT_RegisterTexture( mapName, TWM_CLAMP ); } else { singleTexture = MAT_RegisterTexture( mapName, TWM_REPEAT ); } }
void TextureList::notUsingTexture(int textureID) { textures[textureID].noUsing--; if (textures[textureID].noUsing == 0) { unloadTexture(textureID); } }
void stageTexture_c::fromTexturePointer( textureAPI_i* newTexturePtr ) { unloadTexture(); this->singleTexture = newTexturePtr; this->mapName = newTexturePtr->getName(); }
cTexture::~cTexture(){ unloadTexture(); }