//release all allocated resources void OnShutdown() { glDeleteTextures(1, &shadowMapTexID); //Destroy shader shader.DeleteShaderProgram(); flatshader.DeleteShaderProgram(); //Destroy vao and vbo glDeleteBuffers(1, &sphereVerticesVBO); glDeleteBuffers(1, &sphereIndicesVBO); glDeleteVertexArrays(1, &sphereVAOID); glDeleteBuffers(1, &cubeVerticesVBO); glDeleteBuffers(1, &cubeIndicesVBO); glDeleteVertexArrays(1, &cubeVAOID); glDeleteBuffers(1, &planeVerticesVBO); glDeleteBuffers(1, &planeIndicesVBO); glDeleteVertexArrays(1, &planeVAOID); glDeleteVertexArrays(1, &lightVAOID); glDeleteBuffers(1, &lightVerticesVBO); glDeleteFramebuffers(1,&fboID); cout<<"Shutdown successfull"<<endl; }
//release all allocated resources here void OnShutdown() { //delete all textures size_t total_textures = materialMap.size(); for(size_t i=0;i<total_textures;i++) { if(materialNames[i].length()>0) glDeleteTextures(1, &materialMap[materialNames[i]]); } materialNames.clear(); materialMap.clear(); submeshes.clear(); vertices.clear(); indices.clear(); skeleton.clear(); animations.clear(); dualQuaternions.clear(); animatedXform.clear(); skeleton.clear(); bindPose.clear(); invBindPose.clear(); //Destroy shader shader.DeleteShaderProgram(); flatShader.DeleteShaderProgram(); //Destroy vao and vbo glDeleteBuffers(1, &vboVerticesID); glDeleteBuffers(1, &vboIndicesID); glDeleteVertexArrays(1, &vaoID); glDeleteVertexArrays(1, &lightVAOID); glDeleteVertexArrays(1, &lightVerticesVBO); cout<<"Shutdown successfull"<<endl; }
//release all allocated resources void OnShutdown() { shader.DeleteShaderProgram(); glDeleteVertexArrays(1, &volumeMarcherVAO); glDeleteBuffers(1, &volumeMarcherVBO); delete grid; delete marcher; cout<<"Shutdown successfull"<<endl; }
//release all allocated resources void OnShutdown() { //Destroy shader shader.DeleteShaderProgram(); cubemapShader.DeleteShaderProgram(); //Destroy vao and vbo glDeleteBuffers(1, &sphereVerticesVBO); glDeleteBuffers(1, &sphereIndicesVBO); glDeleteVertexArrays(1, &sphereVAOID); delete grid; delete cube; glDeleteTextures(1, &dynamicCubeMapID); glDeleteFramebuffers(1, &fboID); glDeleteRenderbuffers(1, &rboID); cout<<"Shutdown successfull"<<endl; }
//delete all allocated resources void OnShutdown() { //Destroy shader shader.DeleteShaderProgram(); //Destroy vao and vbo glDeleteBuffers(1, &vboVerticesID); glDeleteBuffers(1, &vboIndicesID); glDeleteVertexArrays(1, &vaoID); cout<<"Shutdown successfull"<<endl; }
//release all allocated resources void OnShutdown() { shader.DeleteShaderProgram(); glDeleteVertexArrays(1, &cubeVAOID); glDeleteBuffers(1, &cubeVBOID); glDeleteBuffers(1, &cubeIndicesID); glDeleteTextures(1, &textureID); delete grid; cout<<"Shutdown successfull"<<endl; }
//release all allocated resources void OnShutdown() { glDeleteVertexArrays(1, &quadVAOID); glDeleteBuffers(1, &quadVBOID); glDeleteBuffers(1, &quadIndicesID); //delete all textures glDeleteTextures(1, &textureID); //delete all meshes size_t total_meshes = meshes.size(); for(size_t i=0;i<total_meshes;i++) { delete meshes[i]; meshes[i]=0; } meshes.clear(); size_t total_materials = materials.size(); for( size_t i=0;i<total_materials;i++) { delete materials[i]; materials[i] = 0; } materials.clear(); //Destroy shader shader.DeleteShaderProgram(); raytraceShader.DeleteShaderProgram(); flatShader.DeleteShaderProgram(); //Destroy vao and vbo glDeleteBuffers(1, &vboVerticesID); glDeleteBuffers(1, &vboIndicesID); glDeleteVertexArrays(1, &vaoID); glDeleteVertexArrays(1, &lightVAOID); glDeleteBuffers(1, &lightVerticesVBO); glDeleteTextures(1, &texVerticesID); glDeleteTextures(1, &texTrianglesID); cout<<"Shutdown successfull"<<endl; }
//release all allocated resources void OnShutdown() { cubeShader.DeleteShaderProgram(); frontPeelShader.DeleteShaderProgram(); blendShader.DeleteShaderProgram(); finalShader.DeleteShaderProgram(); shutdownFBO(); glDeleteQueries(1, &queryId); glDeleteVertexArrays(1, &quadVAOID); glDeleteBuffers(1, &quadVBOID); glDeleteBuffers(1, &quadIndicesID); glDeleteVertexArrays(1, &cubeVAOID); glDeleteBuffers(1, &cubeVBOID); glDeleteBuffers(1, &cubeIndicesID); delete grid; cout<<"Shutdown successfull"<<endl; }
//release all allocated resources void OnShutdown() { //Destroy shader shader.DeleteShaderProgram(); //Destroy vao and vbo glDeleteBuffers(1, &sphereVerticesVBO); glDeleteBuffers(1, &sphereIndicesVBO); glDeleteVertexArrays(1, &sphereVAOID); glDeleteBuffers(1, &cubeVerticesVBO); glDeleteBuffers(1, &cubeIndicesVBO); glDeleteVertexArrays(1, &cubeVAOID); delete grid; cout<<"Shutdown successfull"<<endl; }
//delete all allocated objects void OnShutdown() { X.clear(); X_last.clear(); F.clear(); indices.clear(); springs.clear(); glDeleteQueries(1, &query); glDeleteQueries(1, &t_query); glDeleteTextures( 2, texPosID); glDeleteTextures( 2, texPrePosID); glDeleteVertexArrays(2, vaoUpdateID); glDeleteVertexArrays(2, vaoRenderID); glDeleteVertexArrays(1, &clothVAOID); glDeleteVertexArrays(1, &gridVAOID); glDeleteVertexArrays(1, &sphereVAOID); glDeleteBuffers( 1, &gridVBOVerticesID); glDeleteBuffers( 1, &gridVBOIndicesID); glDeleteBuffers( 1, &clothVBOVerticesID); glDeleteBuffers( 1, &clothVBOIndicesID); glDeleteBuffers( 1, &sphereVerticesID); glDeleteBuffers( 1, &sphereIndicesID); glDeleteBuffers( 2, vboID_Pos); glDeleteBuffers( 2, vboID_PrePos); glDeleteBuffers( 1, &vboIndices); glDeleteTransformFeedbacks(1, &tfID); renderShader.DeleteShaderProgram(); massSpringShader.DeleteShaderProgram(); particleShader.DeleteShaderProgram(); printf("Shutdown successful"); }
//release al allocated resources void OnShutdown() { ShutdownFBO(); //delete all textures size_t total_textures = textures.size(); for(size_t i=0;i<total_textures;i++) { glDeleteTextures(1, &textures[i]); } textures.clear(); //delete all meshes size_t total_meshes = meshes.size(); for(size_t i=0;i<total_meshes;i++) { delete meshes[i]; meshes[i]=0; } meshes.clear(); size_t total_materials = materials.size(); for( size_t i=0;i<total_materials;i++) { delete materials[i]; materials[i] = 0; } materials.clear(); //Delete textures glDeleteTextures(1, &noiseTexID); //Destroy shader shader.DeleteShaderProgram(); ssaoFirstShader.DeleteShaderProgram(); ssaoSecondShader.DeleteShaderProgram(); gaussianH_shader.DeleteShaderProgram(); gaussianV_shader.DeleteShaderProgram(); finalShader.DeleteShaderProgram(); flatShader.DeleteShaderProgram(); //Destroy vao and vbo glDeleteBuffers(1, &vboVerticesID); glDeleteBuffers(1, &vboIndicesID); glDeleteVertexArrays(1, &vaoID); glDeleteVertexArrays(1, &quadVAOID); glDeleteBuffers(1, &quadVBOID); glDeleteBuffers(1, &quadIndicesID); glDeleteVertexArrays(1, &lightVAOID); glDeleteBuffers(1, &lightVerticesVBO); cout<<"Shutdown successfull"<<endl; }