//-----------------------------------------------------------------------
    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(); 
	}
Exemple #6
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 //-----------------------------------------------------------------------
 D3D9HardwareBufferManager::~D3D9HardwareBufferManager()
 {
     destroyAllDeclarations();
     destroyAllBindings();
 }
Exemple #7
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    //-----------------------------------------------------------------------
    GLDefaultHardwareBufferManager::~GLDefaultHardwareBufferManager()
	{
        destroyAllDeclarations();
        destroyAllBindings();
	}