void Terminate() { glDeleteVertexArrays(1, &cubeVAO); DestroyFBO(); glDeleteBuffers(1, &cubeIBO); glDeleteBuffers(1, &cubeVBO); textureShader.Destroy(); basicShader.Destroy(); }
void Terminate() { glDeleteBuffers(1, &g_Camera.UBO); CleanCube(); basicShader.Destroy(); }
void Terminate() { TwTerminate(); glDeleteBuffers(1, &Material::UBO); glDeleteBuffers(1, &PointLight::UBO); glDeleteBuffers(1, &g_Camera.UBO); g_Spheres.shrink_to_fit(); CleanMesh(g_SphereMesh); glDeleteTextures(3, g_Walls.textures); CleanMesh(g_WallMesh); g_BlinnPhongShader.Destroy(); g_AmbientShader.Destroy(); }
void Clean() { shader.Destroy(); shaderSkybox.Destroy(); }
void Terminate() { g_BasicShader.Destroy(); glDeleteBuffers(1, &g_Object.VBO); }