TextureID ResourceManagerImpl::new_texture_with_alias_from_file(const unicode& alias, const unicode& path, TextureFlags flags, bool garbage_collect) { TextureID t = new_texture_from_file(path, flags, garbage_collect); try { TextureManager::manager_store_alias(alias, t); } catch(...) { delete_texture(t); throw; } return t; }
TextureID ResourceManagerImpl::new_texture_with_alias(const unicode& alias, bool garbage_collect) { TextureID t = new_texture(garbage_collect); try { TextureManager::manager_store_alias(alias, t); } catch(...) { delete_texture(t); throw; } return t; }
void rows_exit(void) { deregister_event("draw opaque", draw_rows); delete_texture(&row_texes[6]); delete_texture(&row_texes[5]); delete_texture(&row_texes[4]); delete_texture(&row_texes[3]); delete_texture(&row_texes[2]); delete_texture(&row_texes[1]); delete_texture(&row_texes[0]); }
void glcu::create_texture(GLuint &texture, int width, int height) { // Make sure we don't already have a texture defined here delete_texture( texture ); glGenTextures( 1, &texture ); glBindTexture( GL_TEXTURE_2D, texture ); // set basic parameters glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Create texture data (4-component unsigned byte) glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL ); // Unbind the texture glBindTexture( GL_TEXTURE_2D, 0 ); }
GLFluids::~GLFluids(){ cudaGraphicsUnregisterResource(cuda_vbo_resource); unbind_texture(); delete_texture(); // Free all host and device resources free(hvfield); free(particles); cudaFree(dvfield); cudaFree(vxfield); cudaFree(vyfield); cufftDestroy(planr2c); cufftDestroy(planc2r); glBindBuffer(GL_ARRAY_BUFFER, 0); glDeleteBuffers(1, &vbo); }
void delete_font_atlas(FontAtlas* fa) { delete_texture(&fa->t); }
void bigstars_exit(void) { deregister_event("draw transparent", draw_stars); delete_texture(&stars[1]); delete_texture(&stars[0]); }