void Image::unloadVolatile() { settings.filter = getFilter(); settings.wrap = getWrap(); // Delete the hardware texture. if (texture != 0) { deleteTexture(texture); texture = 0; } }
void Framebuffer::unloadVolatile() { settings.filter = getFilter(); settings.wrap = getWrap(); strategy->deleteFBO(fbo, depthbuffer, img); }
void Canvas::unloadVolatile() { settings.filter = getFilter(); settings.wrap = getWrap(); strategy->deleteFBO(fbo, depth_stencil, img); }
GLenum OFTexturePaletteRecord::TexAttr::getWrapV(void) { return getWrap(wrapV); }