~CShaderProgramARB() { Unload(); pglDeleteProgramsARB(1, &m_VertexProgram); pglDeleteProgramsARB(1, &m_FragmentProgram); }
COGL_FragmentProgramCombiner::~COGL_FragmentProgramCombiner() { int size = m_vCompiledShaders.size(); for (int i=0; i<size; i++) { GLuint ID = m_vCompiledShaders[i].programID; pglDeleteProgramsARB(1, &ID); OPENGL_CHECK_ERRORS; m_vCompiledShaders[i].programID = 0; } m_vCompiledShaders.clear(); }