Exemple #1
0
/*******************************************************************************
 * Function Name  : ReleaseView
 * Returns        : Nothing
 * Description    : Code in ReleaseView() will be called by the Shell before
 *					changing to a new rendering context.
 *******************************************************************************/
bool OGLESAntialiasedLines::ReleaseView()
{
	// Release the Print3D textures and windows
	m_Print3D.ReleaseTextures();

	// Delete the textures and buffers we created
	glDeleteTextures(1, &m_uiTexture);
	glDeleteBuffers(3, m_uiVbos);

	return true;
}
/*******************************************************************************
 * Function Name  : ReleaseView
 * Returns        : Nothing
 * Description    : Code in ReleaseView() will be called by the Shell before
 *					changing to a new rendering context.
 *******************************************************************************/
bool OGLESLighting::ReleaseView()
{
	// Release textures
	glDeleteTextures(1, &m_ui32Stone);
	glDeleteTextures(1, &m_ui32Light);

	delete[] m_pui32Textures;

	// Release Print3D textures
	m_Print3D.ReleaseTextures();
	return true;
}
/*!****************************************************************************
 @Function		ReleaseView
 @Return		bool		true if no error occured
 @Description	Code in ReleaseView() will be called by PVRShell when the
				application quits or before a change in the rendering context.
******************************************************************************/
bool OGLES3TextureStreaming::ReleaseView()
{
	// Clean up AV capture
	m_Camera.DestroySession();

	// Release Print3D Textures
	m_Print3D.ReleaseTextures();

	// Frees the OpenGL handles for the program and the 2 shaders

	// Delete program and shader objects
	glDeleteProgram(m_LitProgram.uiId);
	glDeleteProgram(m_AmbientShaderProgram.uiId);
	glDeleteProgram(m_TVShaderProgram.uiId);
	glDeleteProgram(m_TVGreyscaleShaderProgram.uiId);
	glDeleteProgram(m_TVNoiseShaderProgram.uiId);

	for(int idx = 0; idx < eNumEffects; ++idx)
	{
		glDeleteShader(m_uiVertexShaders[idx]);
		glDeleteShader(m_uiFragmentShaders[idx]);
	}

	// Delete buffer objects
	glDeleteBuffers(m_Scene.nNumMesh, m_puiVbo);
	glDeleteBuffers(m_Scene.nNumMesh, m_puiIndexVbo);

	// Release Print3D Textures
	m_Print3D.ReleaseTextures();

	// Deletes the textures
	glDeleteTextures(m_Scene.nNumMaterial, &m_puiTextureIDs[0]);
	glDeleteTextures(1, &m_uiNoiseTex);

	// Frees the texture lookup array
	delete[] m_puiTextureIDs;
	m_puiTextureIDs = 0;

	return true;
}
/*!****************************************************************************
 @Function		ReleaseView
 @Return		bool		true if no error occurred
 @Description	Code in ReleaseView() will be called by PVRShell when the
				application quits or before a change in the rendering context.
******************************************************************************/
bool OGLESPVRScopeRemote::ReleaseView()
{
	CPPLProcessingScoped PPLProcessingScoped(m_psSPSCommsData,
		__FUNCTION__, static_cast<unsigned int>(strlen(__FUNCTION__)), m_i32FrameCounter);

	// Deletes the texture
	glDeleteTextures(1, &m_uiTexture);

	// Release Print3D Textures
	m_Print3D.ReleaseTextures();

	return true;
}
Exemple #5
0
/*******************************************************************************
 * Function Name  : ReleaseView
 * Returns        : Nothing
 * Description    : Code in ReleaseView() will be called by the Shell before
 *					changing to a new rendering context.
 *******************************************************************************/
bool OGLESVase::ReleaseView()
{
	// Release textures
	glDeleteTextures(1, &m_uiBackTex);
	glDeleteTextures(1, &m_uiFloraTex);
	glDeleteTextures(1, &m_uiReflectTex);

	delete[] m_pui32Textures;
	m_pui32Textures = 0;

	// Release Print3D textures
	m_Print3D.ReleaseTextures();
	return true;
}
/*******************************************************************************
 * Function Name  : ReleaseView
 * Returns        : Nothing
 * Description    : Code in ReleaseView() will be called by the Shell before
 *					changing to a new rendering context.
 *******************************************************************************/
bool OGLESSkinning::ReleaseView()
{
	// Free the texture lookup array
	delete[] m_puiTextures;
	m_puiTextures = 0;

	// Delete textures
	glDeleteTextures(1, &m_uiBodyTex);
	glDeleteTextures(1, &m_uiLegTex);
	glDeleteTextures(1, &m_uiBeltTex);

	// Release the Print3D textures
	m_Print3D.ReleaseTextures();
	return true;
}
/*!****************************************************************************
 @Function		ReleaseView
 @Return		bool		true if no error occured
 @Description	Code in ReleaseView() will be called by PVRShell when the
				application quits or before a change in the rendering context.
******************************************************************************/
bool OGLESPVRScopeExample::ReleaseView()
{
	// Deletes the texture
	glDeleteTextures(1, &m_uiTexture);

	// Release Print3D Textures
	m_Print3D.ReleaseTextures();

	if(m_pScopeGraph)
	{
		delete m_pScopeGraph;
		m_pScopeGraph = 0;
	}

	return true;
}
/*!****************************************************************************
 @Function		ReleaseView
 @Return		bool		true if no error occured
 @Description	Code in ReleaseView() will be called by PVRShell when the
				application quits or before a change in the rendering context.
******************************************************************************/
bool OGLES2Glass::ReleaseView()
{
	// Delete textures
	glDeleteTextures(1, &m_uiCubeTex);
	glDeleteTextures(1, &m_uiBalloonTex);
	glDeleteTextures(1, &m_uiParaboloidTexture);

	// Delete program objects
	glDeleteProgram(m_DefaultProgram.uiId);
	glDeleteProgram(m_SkyboxProgram.uiId);
	glDeleteProgram(m_ParaboloidProgram.uiId);
	for (int i = 0; i < g_iNumEffects; ++i)
	{
		glDeleteProgram(m_aEffectPrograms[i].uiId);
	}

	// Delete shader objects
	glDeleteShader(m_uiDefaultVertShader);
	glDeleteShader(m_uiDefaultFragShader);
	glDeleteShader(m_uiSkyboxVertShader);
	glDeleteShader(m_uiSkyboxFragShader);
	glDeleteShader(m_uiParaboloidVertShader);
	for (int i = 0; i < g_iNumEffects; ++i)
	{
		glDeleteShader(m_auiEffectVertShaders[i]);
		glDeleteShader(m_auiEffectFragShaders[i]);
	}

	// Delete buffer objects
	glDeleteBuffers(m_Ball.nNumMesh, m_puiVbo);
	glDeleteBuffers(m_Ball.nNumMesh, m_puiIndexVbo);
	glDeleteBuffers(m_Balloon.nNumMesh, m_puiBalloonVbo);
	glDeleteBuffers(m_Balloon.nNumMesh, m_puiBalloonIndexVbo);
	glDeleteBuffers(1, &m_uiSquareVbo);

	// Delete renderbuffers
	glDeleteRenderbuffers(1, &m_uiParaboloidDepthBuffer);

	// Delete framebuffers
	glDeleteFramebuffers(1, &m_uiParaboloidFramebuffer);

	// Release Print3D Textures
	m_Print3D.ReleaseTextures();

	return true;
}
/*!****************************************************************************
 @Function		ReleaseView
 @Return		bool		true if no error occured
 @Description	Code in ReleaseView() will be called by PVRShell when the
				application quits or before a change in the rendering context.
******************************************************************************/
bool OGLESIntroducingPVRTools::ReleaseView()
{
	// Frees the texture
	glDeleteTextures(1,&m_uiTexture);

	// Release Vertex buffer object.
	glDeleteBuffers(1, &m_ui32Vbo);

	// Release Print3D Textures
	m_Print3D.ReleaseTextures();

	// Frees the OpenGL handles for the program and the 2 shaders
	glDeleteProgram(m_ShaderProgram.uiId);
	glDeleteShader(m_uiVertexShader);
	glDeleteShader(m_uiFragShader);

	return true;
}
/*!****************************************************************************
@Function		ReleaseView
 @Return		bool		true if no error occured
 @Description	Code in ReleaseView() will be called by PVRShell when the
				application quits or before a change in the rendering context.
******************************************************************************/
bool OGLES3CellShading::ReleaseView()
{
	// Delete program and shader objects
	glDeleteTextures(1, &m_uiShadingTex);
	glDeleteProgram(m_ShaderProgram.uiId);

	glDeleteShader(m_uiVertShader);
	glDeleteShader(m_uiFragShader);

	// Delete buffer objects
	glDeleteBuffers(m_Scene.nNumMesh, m_puiVbo);
	glDeleteBuffers(m_Scene.nNumMesh, m_puiIndexVbo);

	// Release Print3D Textures
	m_Print3D.ReleaseTextures();

	return true;
}
/*!****************************************************************************
 @Function		ReleaseView
 @Return		bool		true if no error occured
 @Description	Code in ReleaseView() will be called by PVRShell when the
				application quits or before a change in the rendering context.
******************************************************************************/
bool OGLES2ProceduralTextures::ReleaseView()
{
	if (m_pProceduralTextures) { m_pProceduralTextures->Release(); }
	// Release texture
	glDeleteTextures(1, &m_FnTexture);
	glDeleteTextures(1, &m_ui32ColourSplineTexture);

	// Release shaders
	glDeleteShader(m_uiVertShaderId);
	for (unsigned int i = 0; i < NUM_VISUALISATIONS; i++)
	{
		glDeleteShader(m_auiFragShaderId[i]);
		glDeleteProgram(m_auiShaderProgramId[i]);
	}

	// Release Print3D Textures
	m_Print3D.ReleaseTextures();
	return true;
}
/*!****************************************************************************
 @Function		ReleaseView
 @Return		bool		true if no error occured
 @Description	Code in ReleaseView() will be called by PVRShell when the
				application quits or before a change in the rendering context.
******************************************************************************/
bool OGLES3AlphaBlend::ReleaseView()
{
	// Delete textures
	glDeleteTextures(1, &m_uiTexForeground);
	glDeleteTextures(1, &m_uiTexBackground);

	// Delete program and shader objects
	glDeleteProgram(m_ShaderProgram.uiId);

	glDeleteShader(m_uiVertShader);
	glDeleteShader(m_uiFragShader);

	// Delete buffer objects
	glDeleteBuffers(1, &m_uiVbo);

	// Release Print3D Textures
	m_Print3D.ReleaseTextures();

	return true;
}
Exemple #13
0
/*!****************************************************************************
 @Function		ReleaseView
 @Return		bool		true if no error occured
 @Description	Code in ReleaseView() will be called by PVRShell when the
				application quits or before a change in the rendering context.
******************************************************************************/
bool OGLES3ShadowVolumes::ReleaseView()
{
	// Frees the texture lookup array
	delete[] m_puiTextures;

	// Delete textures
	glDeleteTextures(1, &m_uiBackgroundTex);
	glDeleteTextures(1, &m_uiRustTex);

	// Delete program and shader objects
	glDeleteProgram(m_BaseShader.uiId);
	glDeleteProgram(m_ShadowVolShader.uiId);
	glDeleteProgram(m_FullscreenShader.uiId);

	glDeleteShader(m_uiBaseVertShader);
	glDeleteShader(m_uiShadowVolVertShader);
	glDeleteShader(m_uiFullscreenVertShader);
	glDeleteShader(m_uiBaseFragShader);
	glDeleteShader(m_uiConstFragShader);

	// Delete buffer objects
	glDeleteBuffers(m_Scene.nNumMesh, m_puiVbo);
	glDeleteBuffers(m_Scene.nNumMesh, m_puiIndexVbo);

	// Release Print3D Textures
	m_Print3D.ReleaseTextures();

	// Free the shadow volumes and meshes
	for(unsigned int i = 0; i < m_ui32NoOfShadows; ++i)
	{
		PVRTShadowVolMeshReleaseVol(&m_pShadowVol[i]);
		PVRTShadowVolMeshReleaseMesh(&m_pShadowMesh[i]);
		PVRTShadowVolMeshDestroyMesh(&m_pShadowMesh[i]);
	}

	delete[] m_pShadowMesh;
	delete[] m_pShadowVol;
	delete[] m_pui32MeshIndex;

	return true;
}
Exemple #14
0
/*!****************************************************************************
 @Function		ReleaseView
 @Return		bool		true if no error occured
 @Description	Code in ReleaseView() will be called by PVRShell when the
				application quits or before a change in the rendering context.
******************************************************************************/
bool OGLES2LevelOfDetail::ReleaseView()
{
	// Delete textures
	glDeleteTextures(1, &m_uiReflectTex);
	glDeleteTextures(1, &m_uiNormalTex);

	// Delete program and shader objects
	glDeleteProgram(m_ShaderProgram.uiId);

	glDeleteShader(m_uiVertShader);
	glDeleteShader(m_uiFragShader);

	// Delete buffer objects
	glDeleteBuffers(m_Scene.nNumMesh, m_puiVbo);
	glDeleteBuffers(m_Scene.nNumMesh, m_puiIndexVbo);

	// Release Print3D Textures
	m_Print3D.ReleaseTextures();

	return true;
}
Exemple #15
0
/*!****************************************************************************
 @Function		FreeMemory
 @Description	Free allocated memory.
******************************************************************************/
void OGLES2Shaders::FreeMemory()
{
	for(int j = 0; j < g_numShaders; j++)
	{
		// Release textures
		if(m_ppEffect[j])
		{
			const CPVRTArray<SPVRTPFXTexture>& sTex = m_ppEffect[j]->GetTextureArray();
			for(unsigned int i = 0; i < sTex.GetSize(); ++i)
				glDeleteTextures(1, &(sTex[i].ui));
		}

		// Release the effect[s] then the parser
		if(m_ppEffect[j])
			delete m_ppEffect[j];
		if(m_ppEffectParser[j])
			delete m_ppEffectParser[j];
	}

	m_Print3D.ReleaseTextures();
}
Exemple #16
0
/*!****************************************************************************
 @Function		ReleaseView
 @Return		bool		true if no error occured
 @Description	Code in ReleaseView() will be called by PVRShell when the
				application quits or before a change in the rendering context.
******************************************************************************/
bool OGLES2ParticleSystem::ReleaseView()
{
	// Release textures
	glDeleteTextures(1, &m_ui32ParticleTexName);

	// Release shaders
	glDeleteShader(m_uiParticleFragShader);
	glDeleteShader(m_uiParticleVertShader);
	glDeleteShader(m_uiSimpleFragShader);
	glDeleteShader(m_uiSimpleVertShader);

	glDeleteProgram(m_ParticleShaderProgram.uiId);
	glDeleteProgram(m_SimpleShaderProgram.uiId);

	// Release buffers
	glDeleteBuffers(1, &m_uiVbo);
	glDeleteBuffers(1, &m_uiIbo);
	
	// Release Print3D Textures
	m_Print3D.ReleaseTextures();
	return true;
}
/*!****************************************************************************
 @Function		ReleaseView
 @Return		bool		true if no error occurred
 @Description	Code in ReleaseView() will be called by PVRShell when the
				application quits or before a change in the rendering context.
******************************************************************************/
bool OGLES2ParallaxBumpMap::ReleaseView()
{
	// Delete textures
	glDeleteTextures(1, &m_uiBaseTex);
	glDeleteTextures(1, &m_uiNormalMap);
	glDeleteTextures(1, &m_uiHeightMap);

	// Delete program and shader objects
	glDeleteProgram(m_ShaderProgram.uiId);

	glDeleteShader(m_uiVertShader);
	glDeleteShader(m_uiFragShader);

	// Delete buffer objects
	glDeleteBuffers(m_Scene.nNumMesh, m_puiVbo);
	glDeleteBuffers(m_Scene.nNumMesh, m_puiIndexVbo);

	// Release Print3D Textures
	m_Print3D.ReleaseTextures();

	return true;
}
/*!****************************************************************************
 @Function		ReleaseView
 @Return		bool		true if no error occured
 @Description	Code in ReleaseView() will be called by PVRShell when the

				application quits or before a change in the rendering context.
******************************************************************************/
bool OGLES3Refraction::ReleaseView()
{
	// Delete textures
	glDeleteTextures(1, &m_uiTexture);

	// Delete program and shader objects
	glDeleteProgram(m_ShaderProgram.uiId);

	glDeleteShader(m_uiVertShader);
	glDeleteShader(m_uiFragShader);

	// Delete buffer objects
	glDeleteBuffers(m_Scene.nNumMesh, m_puiVbo);
	glDeleteBuffers(m_Scene.nNumMesh, m_puiIndexVbo);

	// Release Print3D Textures
	m_Print3D.ReleaseTextures();

    m_Background.Destroy();

	return true;
}
/*!****************************************************************************
 @Function		ReleaseView
 @Return		bool		true if no error occured
 @Description	Code in ReleaseView() will be called by PVRShell when the
				application quits or before a change in the rendering context.
******************************************************************************/
bool OGLES2LightMap::ReleaseView()
{
	// Delete textures
	glDeleteTextures(1, &m_uiBaseTex);
	glDeleteTextures(1, &m_uiReflectTex);
	glDeleteTextures(1, &m_uiShadowTex);

	// Delete program and shader objects
	glDeleteProgram(m_ShaderProgram.uiId);

	glDeleteShader(m_uiVertShader);
	glDeleteShader(m_uiFragShader);

	// Delete buffer objects
	m_Models[0].DeleteVbos();
	m_Models[1].DeleteVbos();

	// Release Print3D Textures
	m_Print3D.ReleaseTextures();

	return true;
}
Exemple #20
0
/*!****************************************************************************
 @Function		ReleaseView
 @Return		bool		true if no error occured
 @Description	Code in ReleaseView() will be called by PVRShell when the
				application quits or before a change in the rendering context.
******************************************************************************/
bool OGLES3AlphaTest::ReleaseView()
{
	// Delete textures
	glDeleteTextures(1, &m_uiTexture);

	// Delete program and shader objects
	glDeleteProgram(m_TexShaderProgram.uiId);
	glDeleteProgram(m_DiscardShaderProgram.uiId);

	glDeleteShader(m_uiVertShader);
	glDeleteShader(m_uiTexFragShader);
	glDeleteShader(m_uiDiscardFragShader);

	// Delete buffer objects
	glDeleteBuffers(1, &m_uiVbo);
	glDeleteBuffers(1, &m_uiIndexVbo);

	// Release Print3D Textures
	m_Print3D.ReleaseTextures();

	return true;
}
/*!****************************************************************************
 @Function		ReleaseView
 @Return		bool		true if no error occured
 @Description	Code in ReleaseView() will be called by PVRShell when the
				application quits or before a change in the rendering context.
******************************************************************************/
bool OGLES2StencilBuffer::ReleaseView()
{
	// Delete textures
	glDeleteTextures(1, &m_uiCylinderTex);
	glDeleteTextures(1, &m_uiStoneTex);
	glDeleteTextures(1, &m_uiTileTex);

	// Delete program and shader objects
	glDeleteProgram(m_ShaderProgram.uiId);

	glDeleteShader(m_uiVertShader);
	glDeleteShader(m_uiFragShader);

	// Delete buffer objects
	m_Cylinder.DeleteVbos();
	m_Sphere.DeleteVbos();

	// Release Print3D Textures
	m_Print3D.ReleaseTextures();

	return true;
}
Exemple #22
0
/*!****************************************************************************
 @Function		ReleaseView
 @Return		bool		true if no error occured
 @Description	Code in ReleaseView() will be called by PVRShell when the
				application quits or before a change in the rendering context.
******************************************************************************/
bool OGLES2PVRScopeRemote::ReleaseView()
{
	// Delete textures
	glDeleteTextures(1, &m_uiTexture);

	// Delete program and shader objects
	glDeleteProgram(m_ShaderProgram.uiId);

	glDeleteShader(m_uiVertShader);
	glDeleteShader(m_uiFragShader);

	// Delete buffer objects
	glDeleteBuffers(m_Scene.nNumMesh, m_puiVbo);
	glDeleteBuffers(m_Scene.nNumMesh, m_puiIndexVbo);

	// Release Print3D Textures
	m_Print3D.ReleaseTextures();

	delete [] m_pszVertShader;
	delete [] m_pszFragShader;

	return true;
}
/*!****************************************************************************
 @Function		ReleaseView
 @Return		bool		true if no error occured
 @Description	Code in ReleaseView() will be called by PVRShell when the
				application quits or before a change in the rendering context.
******************************************************************************/
bool OGLES2AnisotropicLighting::ReleaseView()
{
	// Delete textures
	glDeleteTextures(1, &m_uiTexture);

	// Delete program and shader objects
	glDeleteProgram(m_FastShader.uiId);
	glDeleteProgram(m_SlowShader.uiId);

	glDeleteShader(m_uiFastVertShader);
	glDeleteShader(m_uiFastFragShader);
	glDeleteShader(m_uiSlowVertShader);
	glDeleteShader(m_uiSlowFragShader);

	// Delete buffer objects
	glDeleteBuffers(m_Scene.nNumMesh, m_puiVbo);
	glDeleteBuffers(m_Scene.nNumMesh, m_puiIndexVbo);

	// Release Print3D Textures
	m_Print3D.ReleaseTextures();

	return true;
}
Exemple #24
0
/*!****************************************************************************
 @Function		ReleaseView
 @Return		bool		true if no error occured
 @Description	Code in ReleaseView() will be called by PVRShell when the
				application quits or before a change in the rendering context.
******************************************************************************/
bool OGLES3IntroducingPOD::ReleaseView()
{
	// Deletes the textures
	glDeleteTextures(m_Scene.nNumMaterial, &m_puiTextureIDs[0]);

	// Frees the texture lookup array
	delete[] m_puiTextureIDs;
	m_puiTextureIDs = 0;

	// Delete program and shader objects
	glDeleteProgram(m_ShaderProgram.uiId);

	glDeleteShader(m_uiVertShader);
	glDeleteShader(m_uiFragShader);

	// Delete buffer objects
	glDeleteBuffers(m_Scene.nNumMesh, m_puiVbo);
	glDeleteBuffers(m_Scene.nNumMesh, m_puiIndexVbo);

	// Release Print3D Textures
	m_Print3D.ReleaseTextures();

	return true;
}
/*!****************************************************************************
 @Function		ReleaseView
 @Return		bool		true if no error occured
 @Description	Code in ReleaseView() will be called by PVRShell when the
				application quits or before a change in the rendering context.
******************************************************************************/
bool OGLES3IntroducingPFX::ReleaseView()
{
	// Release textures
	{
		const CPVRTArray<SPVRTPFXTexture>& sTex = m_pEffect->GetTextureArray();
		for(unsigned int i = 0; i < sTex.GetSize(); ++i)
		{
			glDeleteTextures(1, &sTex[i].ui);
		}
	}

	// Release the effect[s] then the parser
	delete m_pEffect;
	delete m_pEffectParser;

	// Release Print3D Textures
	m_Print3D.ReleaseTextures();

	// Release Vertex buffer objects.
	glDeleteBuffers(m_Scene.nNumMeshNode, m_aiVboID);
	delete[] m_aiVboID;

	return true;
}
Exemple #26
0
/*!****************************************************************************
 @Function		ReleaseView
 @Return		bool		true if no error occured
 @Description	Code in ReleaseView() will be called by PVRShell when the
				application quits or before a change in the rendering context.
******************************************************************************/
bool OGLES2RenderToTexture::ReleaseView()
{
	// Delete textures
	glDeleteTextures(2, m_auiTexture);
	glDeleteTextures(1, &m_uiTrunkTex);

	// Delete program and shader objects
	glDeleteProgram(m_ShaderProgram.uiId);

	glDeleteShader(m_uiVertShader);
	glDeleteShader(m_uiFragShader);

	// Delete buffer objects
	glDeleteBuffers(1, &m_uiVbo);
	glDeleteFramebuffers(2, m_auiFbo);

	// Delete our depth buffer render buffers
	glDeleteRenderbuffers(2, m_auiDepthBuffer);

	// Release Print3D Textures
	m_Print3D.ReleaseTextures();

	return true;
}
Exemple #27
0
/*!****************************************************************************
 @Function		ReleaseView
 @Return		bool		true if no error occurred
 @Description	Code in ReleaseView() will be called by PVRShell when the
				application quits or before a change in the rendering context.
******************************************************************************/
bool OGLES2Shaders::ReleaseView()
{
	for(int j = 0; j < g_numShaders; j++)
	{
		// Release textures
		const CPVRTArray<SPVRTPFXTexture>& sTex = m_ppEffect[j]->GetTextureArray();
		for(unsigned int i = 0; i < sTex.GetSize(); ++i)
			glDeleteTextures(1, &sTex[i].ui);

		// Release the effect[s] then the parser
		delete m_ppEffect[j];
		delete m_ppEffectParser[j];
	}

	m_Print3D.ReleaseTextures();

	if(m_Surface)
	{
		delete m_Surface;
		m_Surface = 0;
	}

	return true;
}
Exemple #28
0
/*******************************************************************************
 * Function Name  : ReleaseView
 * Returns        : Nothing
 * Description    : Code in ReleaseView() will be called by the Shell before
 *					changing to a new rendering context.
 *******************************************************************************/
bool OGLESOptimizeMesh::ReleaseView()
{
	// Release the Print3D textures
	m_Print3D.ReleaseTextures();
	return true;
}
Exemple #29
0
/*!****************************************************************************
 @Function		ReleaseView
 @Return		bool		true if no error occured
 @Description	Code in ReleaseView() will be called by PVRShell when the
				application quits or before a change in the rendering context.
******************************************************************************/
bool OGLESCoverflow::ReleaseView()
{
	m_Print3D.ReleaseTextures();
	return true;
}