예제 #1
0
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();
}
예제 #2
0
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();
}
예제 #3
0
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();
}
예제 #4
0
//*************************************************************************************************************
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();
}
예제 #5
0
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();
}
예제 #6
0
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();
}