static void cleanup(void) { free(gARTsaveImage); gARTsaveImage = NULL; arglCleanup(gArglSettings); arVideoCapStop(); arVideoClose(); }
static void Quit(void) { arglCleanup(gArglSettings); arVideoCapStop(); arVideoClose(); exit(0); }
static void cleanup(void) { // Dispose of movie drawing structures, and stop and close the movie file. arglCleanup(gMovieArglSettings); gMovieArglSettings = NULL; if (gMovieVideo) { ar2VideoCapStop(gMovieVideo); ar2VideoClose(gMovieVideo); } arglCleanup(gArglSettings); gArglSettings = NULL; arPattDetach(gARHandle); arPattDeleteHandle(gARPattHandle); arVideoCapStop(); ar3DDeleteHandle(&gAR3DHandle); arDeleteHandle(gARHandle); arParamLTFree(&gCparamLT); arVideoClose(); }
static void Quit(void) { arglCleanup(gArglSettings); arVideoCapStop(); arVideoClose(); #ifdef _WIN32 CoUninitialize(); #endif exit(0); }
static void cleanup(void) { arglCleanup(gArglSettings); gArglSettings = NULL; arPattDetach(gARHandle); arPattDeleteHandle(gARPattHandle); arVideoCapStop(); ar3DDeleteHandle(&gAR3DHandle); arDeleteHandle(gARHandle); arParamLTFree(&gCparamLT); arVideoClose(); }
void CWindow::Quit(void) { arglCleanup(arglSettings); for(int i = 0; i < webCamNum; i++) { webCamList[i]->Quit(); delete webCamList[i]; } delete webCamList; webCamNum = 0; glutDestroyWindow(0); }
//====================== // ライブラリの終了処理 //====================== void cARTK::cleanup( void ) { if( m_pARTImage ) { free( m_pARTImage ); m_pARTImage = NULL; } if( m_pArglSettings ) { arglCleanup( m_pArglSettings ); m_pArglSettings = NULL; } arVideoCapStop(); arVideoClose(); }
// // This is called whenever the OpenGL context has just been created or re-created. // Note that GLSurfaceView is a bit asymmetrical here; we don't get a call when the // OpenGL context is about to be deleted, it's just whipped out from under us. So it's // possible that when we enter this function, we're actually resuming after such an // event. What about resources we allocated previously which we didn't get time to // free? Well, we don't have to worry about the OpenGL resources themselves, they // were deleted along with the context. But, we should clean up any data structures we // allocated with malloc etc. ARGL's settings falls into this category. // JNIEXPORT void JNICALL JNIFUNCTION_NATIVE(nativeSurfaceCreated(JNIEnv * env, jobject object)) { LOGD("nativeSurfaceCreated\n"); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glStateCacheFlush(); // Make sure we don't hold outdated OpenGL state. if (gArglSettings) { arglCleanup(gArglSettings); // Clean up any left-over ARGL data. gArglSettings = NULL; } gARViewInited = false; }
// // This is called whenever the OpenGL context has just been created or re-created. // Note that GLSurfaceView is a bit asymmetrical here; we don't get a call when the // OpenGL context is about to be deleted, it's just whipped out from under us. So it's // possible that when we enter this function, we're actually resuming after such an // event. What about resources we allocated previously which we didn't get time to // de-allocate? Well, we don't have to worry about the OpenGL resources themselves, they // were deleted along with the context. But, we should clean up any data structures we // allocated with malloc etc. ARGL's settings falls into this category. // JNIEXPORT void JNICALL JNIFUNCTION_NATIVE(nativeSurfaceCreated(JNIEnv* env, jobject object)) { #ifdef DEBUG LOGI("nativeSurfaceCreated\n"); #endif glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glStateCacheFlush(); // Make sure we don't hold outdated OpenGL state. if (gArglSettings) { arglCleanup(gArglSettings); // Clean up any left-over ARGL data. gArglSettings = NULL; } VirtualEnvironmentFinal(); // Clean up any left-over OSG data. gARViewInited = false; }
static void cleanup(void) { if (gObjectData) { arPattDetach(gARHandle); arPattDeleteHandle(gObjectData->pattHandle); } arglCleanup(gArglSettings); gArglSettings = NULL; arVideoCapStop(); ar3DDeleteHandle(&gAR3DHandle); arDeleteHandle(gARHandle); arParamLTFree(&gCparamLT); arVideoClose(); #ifdef _WIN32 CoUninitialize(); #endif }
//====================== // ライブラリの終了処理 //====================== void cARTK::cleanup( void ) { if( m_pArglSettings ) { arglCleanup( m_pArglSettings ); m_pArglSettings = NULL; } if( m_pNyARInst ) { nyar_NyARTransMat_O2_free( m_pNyARInst ); m_pNyARInst = NULL; } arVideoCapStop(); arVideoClose(); }
// // This is called whenever the OpenGL context has just been created or re-created. // Note that GLSurfaceView is a bit asymmetrical here; we don't get a call when the // OpenGL context is about to be deleted, it's just whipped out from under us. So it's // possible that when we enter this function, we're actually resuming after such an // event. What about resources we allocated previously which we didn't get time to // de-allocate? Well, we don't have to worry about the OpenGL resources themselves, they // were deleted along with the context. But, we should clean up any data structures we // allocated with malloc etc. ARGL's settings falls into this category. // JNIEXPORT void JNICALL JNIFUNCTION_NATIVE(nativeSurfaceCreated(JNIEnv* env, jobject object)) { #ifdef DEBUG LOGI("nativeSurfaceCreated\n"); #endif glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glStateCacheFlush(); // Make sure we don't hold outdated OpenGL state. if (gArglSettings) { arglCleanup(gArglSettings); // Clean up any left-over ARGL data. gArglSettings = NULL; } program = 0; // The shader program was deleted, so mark it as needing to be recreated. gARViewInited = false; }
static void cleanup(void) { VirtualEnvironmentFinal(); if (markersNFT) deleteMarkers(&markersNFT, &markersNFTCount); // NFT cleanup. unloadNFTData(); ARLOGd("Cleaning up ARToolKit NFT handles.\n"); ar2DeleteHandle(&ar2Handle); kpmDeleteHandle(&kpmHandle); arParamLTFree(&gCparamLT); // OpenGL cleanup. arglCleanup(gArglSettings); gArglSettings = NULL; // Camera cleanup. arVideoCapStop(); arVideoClose(); }
static void cleanup(void) { int i; arglCleanup(gArglSettings); gArglSettings = NULL; arPattDetach(gARHandle); for (i = 0; i < gMultiConfigCount; i++) { arMultiFreeConfig(gMultiConfigs[i]); } if (gARPattHandle) arPattDeleteHandle(gARPattHandle); arVideoCapStop(); arDeleteHandle(gARHandle); arParamLTFree(&gCparamLT); arVideoClose(); }
static void cleanup(void) { if (markersNFT) deleteMarkers(&markersNFT, &markersNFTCount); // NFT cleanup. unloadNFTData(); ARLOGd("Cleaning up ARToolKit NFT handles.\n"); ar2DeleteHandle(&ar2Handle); kpmDeleteHandle(&kpmHandle); arParamLTFree(&gCparamLT); // OpenGL cleanup. arglCleanup(gArglSettings); gArglSettings = NULL; // Camera cleanup. arVideoCapStop(); arVideoClose(); #ifdef _WIN32 CoUninitialize(); #endif }
static void cleanup(void) { VirtualEnvironmentFinal(); if (markersSquare) deleteMarkers(&markersSquare, &markersSquareCount, gARPattHandle); // Tracking cleanup. if (gARPattHandle) { arPattDetach(gARHandle); arPattDeleteHandle(gARPattHandle); } ar3DDeleteHandle(&gAR3DHandle); arDeleteHandle(gARHandle); arParamLTFree(&gCparamLT); // OpenGL cleanup. arglCleanup(gArglSettings); gArglSettings = NULL; // Camera cleanup. arVideoCapStop(); arVideoClose(); }