/******************************************************************************* * 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; }
/******************************************************************************* * 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; }
/*!**************************************************************************** @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; }
/*!**************************************************************************** @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; }
/*!**************************************************************************** @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(); }
/*!**************************************************************************** @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; }
/*!**************************************************************************** @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; }
/*!**************************************************************************** @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; }
/*!**************************************************************************** @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; }
/*!**************************************************************************** @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; }
/*!**************************************************************************** @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; }
/******************************************************************************* * 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; }
/*!**************************************************************************** @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; }