Esempio n. 1
0
void Pointfile_Clear (void)
{
	if (!g_qeglobals.d_pointfile_display_list)
		return;

	qglDeleteLists (g_qeglobals.d_pointfile_display_list, 1);
	g_qeglobals.d_pointfile_display_list = 0;
	Sys_UpdateWindows (W_ALL);
}
Esempio n. 2
0
/*
** GLW_DeleteDefaultLists
*/
static void GLW_DeleteDefaultLists( void ) {
	if ( !fontbase_init ) {
		Com_DPrintf( "ERROR: GLW_DeleteDefaultLists: no font list initialized\n" );
		return;
	}

	qglDeleteLists( gl_NormalFontBase, 256 );
	fontbase_init = qfalse;
}
Esempio n. 3
0
/*
===============
RE_Shutdown
===============
*/
void RE_Shutdown( qboolean destroyWindow ) {	

//	Com_Printf ("RE_Shutdown( %i )\n", destroyWindow );

	Cmd_RemoveCommand ("imagelist");
	Cmd_RemoveCommand ("shaderlist");
	Cmd_RemoveCommand ("skinlist");
	Cmd_RemoveCommand ("fontlist");
	Cmd_RemoveCommand ("screenshot");
	Cmd_RemoveCommand ("screenshot_tga");
	Cmd_RemoveCommand ("gfxinfo");
	Cmd_RemoveCommand ("r_atihack");
	Cmd_RemoveCommand ("r_we");
	Cmd_RemoveCommand ("imagecacheinfo");
	Cmd_RemoveCommand ("modellist");
	Cmd_RemoveCommand ("modelist");
	Cmd_RemoveCommand ("modelcacheinfo");
#ifndef DEDICATED

	if ( r_DynamicGlow && r_DynamicGlow->integer )
	{
		// Release the Glow Vertex Shader.
		if ( tr.glowVShader )
		{
			qglDeleteProgramsARB( 1, &tr.glowVShader );
		}

		// Release Pixel Shader.
		if ( tr.glowPShader )
		{
			if ( qglCombinerParameteriNV  )
			{
				// Release the Glow Regcom call list.
				qglDeleteLists( tr.glowPShader, 1 );
			}
			else if ( qglGenProgramsARB )
			{
				// Release the Glow Fragment Shader.
				qglDeleteProgramsARB( 1, &tr.glowPShader );
			}
		}

		// Release the scene glow texture.
		qglDeleteTextures( 1, &tr.screenGlow );

		// Release the scene texture.
		qglDeleteTextures( 1, &tr.sceneImage );

		// Release the blur texture.
		qglDeleteTextures( 1, &tr.blurImage );
	}

	R_TerrainShutdown(); //rwwRMG - added

	R_ShutdownFonts();
	if ( tr.registered ) {
		R_SyncRenderThread();
		R_ShutdownCommandBuffers();
		if (destroyWindow)
		{
			R_DeleteTextures();		// only do this for vid_restart now, not during things like map load
		}
	}

	// shut down platform specific OpenGL stuff
	if ( destroyWindow ) {
		GLimp_Shutdown();
	}
#endif //!DEDICATED

	tr.registered = qfalse;
}
Esempio n. 4
0
/*
===============
RE_Shutdown
===============
*/
void RE_Shutdown( qboolean destroyWindow ) {

	ri.Printf( PRINT_ALL, "RE_Shutdown( %i )\n", destroyWindow );

	ri.Cmd_RemoveCommand ("modellist");
	ri.Cmd_RemoveCommand ("screenshotJPEG");
	ri.Cmd_RemoveCommand ("screenshot");
	ri.Cmd_RemoveCommand ("imagelist");
	ri.Cmd_RemoveCommand ("shaderlist");
	ri.Cmd_RemoveCommand ("skinlist");
	ri.Cmd_RemoveCommand ("gfxinfo");
	ri.Cmd_RemoveCommand ("modelist");
	ri.Cmd_RemoveCommand ("shaderstate");
	ri.Cmd_RemoveCommand ("r_we");
	ri.Cmd_RemoveCommand ("modelcacheinfo");
	ri.Cmd_RemoveCommand ("imagecacheinfo");

#ifndef DEDICATED
	if ( r_DynamicGlow && r_DynamicGlow->integer )
	{
		// Release the Glow Vertex Shader.
		if ( tr.glowVShader )
		{
			qglDeleteProgramsARB( 1, &tr.glowVShader );
		}

		// Release Pixel Shader.
		if ( tr.glowPShader )
		{
			if ( qglCombinerParameteriNV  )
			{
				// Release the Glow Regcom call list.
				qglDeleteLists( tr.glowPShader, 1 );
			}
			else if ( qglGenProgramsARB )
			{
				// Release the Glow Fragment Shader.
				qglDeleteProgramsARB( 1, &tr.glowPShader );
			}
		}

		// Release the scene glow texture.
		qglDeleteTextures( 1, &tr.screenGlow );

		// Release the scene texture.
		qglDeleteTextures( 1, &tr.sceneImage );

		// Release the blur texture.
		qglDeleteTextures( 1, &tr.blurImage );
	}

	// gamma correction
	if (tr.gammaPixelShader) {
		qglDeleteProgramsARB(1, &tr.gammaPixelShader);
	}

	if (tr.gammaVertexShader) {
		qglDeleteProgramsARB(1, &tr.gammaVertexShader);
	}

	if (tr.gammaLUTImage) {
		qglDeleteTextures(1, &tr.gammaLUTImage);
	}
	// --------

	R_ShutdownFonts();
	if ( tr.registered ) {
		R_SyncRenderThread();
		R_ShutdownCommandBuffers();
		if (destroyWindow)
		{
			R_DeleteTextures();		// only do this for vid_restart now, not during things like map load
		}
	}

	// shut down platform specific OpenGL stuff
	if ( destroyWindow ) {
		GLimp_Shutdown();
	}
#endif //!DEDICATED

	tr.registered = qfalse;

#ifdef G2_COLLISION_ENABLED
	if (G2VertSpaceServer)
	{
		delete G2VertSpaceServer;
		G2VertSpaceServer = 0;
	}
#endif
}