void UninitScene() { if( program != 0 ) { glUseProgram(0); if( vertexshader != 0 ) { glDetachShader(program, vertexshader); glDeleteShader(vertexshader); } if( pixelshader != 0 ) { glDetachShader(program, pixelshader); glDeleteShader(pixelshader); } glDeleteProgram(program); } if( mesh ) delete mesh; mesh = 0; vertexshader = 0; pixelshader = 0; program = 0; GLKillAnyRogueObject(); }
void UninitScene() { SAFE_DELETE(lightcull); SAFE_DELETE(lightaccum); SAFE_DELETE(ambient); SAFE_DELETE(gammacorrect); SAFE_DELETE(basic2D); SAFE_DELETE(shadowedlight); SAFE_DELETE(varianceshadow); SAFE_DELETE(boxblur3x3); SAFE_DELETE(teapot); SAFE_DELETE(box); SAFE_DELETE(framebuffer); SAFE_DELETE(shadowmap); SAFE_DELETE(blurredshadow); SAFE_DELETE(screenquad); if( texture1 ) glDeleteTextures(1, &texture1); if( texture2 ) glDeleteTextures(1, &texture2); if( texture3 ) glDeleteTextures(1, &texture3); if( headbuffer ) glDeleteBuffers(1, &headbuffer); if( nodebuffer ) glDeleteBuffers(1, &nodebuffer); if( lightbuffer ) glDeleteBuffers(1, &lightbuffer); if( counterbuffer ) glDeleteBuffers(1, &counterbuffer); texture1 = 0; texture2 = 0; texture3 = 0; headbuffer = 0; nodebuffer = 0; lightbuffer = 0; counterbuffer = 0; GLKillAnyRogueObject(); }
void UninitScene() { SAFE_DELETE(pathtracer); SAFE_DELETE(presenteffect); SAFE_DELETE(refgbuffereffect); SAFE_DELETE(refgtaoeffect); SAFE_DELETE(combineeffect); SAFE_DELETE(gbuffer); SAFE_DELETE(rendertargets[0]); SAFE_DELETE(rendertargets[1]); SAFE_DELETE(screenquad); GL_SAFE_DELETE_TEXTURE(text1); GLKillAnyRogueObject(); }
//************************************************************************************************************* void UninitScene() { SAFE_DELETE(tessellatesurface); SAFE_DELETE(tessellatecurve); SAFE_DELETE(renderpoints); SAFE_DELETE(renderlines); SAFE_DELETE(rendersurface); SAFE_DELETE(basic2D); SAFE_DELETE(supportlines); SAFE_DELETE(surface); SAFE_DELETE(curve); SAFE_DELETE(screenquad); if( text1 ) glDeleteTextures(1, &text1); text1 = 0; GLKillAnyRogueObject(); }
void UninitScene() { if (persistentdata) { glBindBuffer(GL_UNIFORM_BUFFER, uniformbuffer3); glUnmapBuffer(GL_UNIFORM_BUFFER); persistentdata = 0; } delete mesh; delete effect1; delete effect2; delete basic2D; delete screenquad; delete framebuffer; GL_SAFE_DELETE_BUFFER(uniformbuffer1); GL_SAFE_DELETE_BUFFER(uniformbuffer2); GL_SAFE_DELETE_BUFFER(uniformbuffer3); GL_SAFE_DELETE_TEXTURE(text1); GLKillAnyRogueObject(); }
void UninitScene() { SAFE_DELETE(screenquad); SAFE_DELETE(box); SAFE_DELETE(dragon); SAFE_DELETE(buddha); SAFE_DELETE(init); SAFE_DELETE(collect); SAFE_DELETE(render); if( white ) glDeleteTextures(1, &white); if( headbuffer ) glDeleteBuffers(1, &headbuffer); if( nodebuffer ) glDeleteBuffers(1, &nodebuffer); if( counterbuffer ) glDeleteBuffers(1, &counterbuffer); GLKillAnyRogueObject(); }