//----------------------------------------------------------------------------// DirectFBRenderer::~DirectFBRenderer() { destroyAllTextureTargets(); destroyAllTextures(); destroyAllGeometryBuffers(); delete d_defaultTarget; }
//----------------------------------------------------------------------------// OpenGLRenderer::~OpenGLRenderer() { destroyAllGeometryBuffers(); destroyAllTextureTargets(); destroyAllTextures(); delete d_defaultTarget; delete d_textureTargetFactory; }
//----------------------------------------------------------------------------// IrrlichtRenderer::~IrrlichtRenderer() { destroyAllGeometryBuffers(); destroyAllTextureTargets(); destroyAllTextures(); delete d_eventPusher; delete d_defaultRoot; delete d_defaultTarget; }
//----------------------------------------------------------------------------// NullRenderer::~NullRenderer() { delete d_shaderWrapperTextured; delete d_shaderWrapperSolid; destroyAllGeometryBuffers(); destroyAllTextureTargets(); destroyAllTextures(); delete d_defaultTarget; }
//----------------------------------------------------------------------------// OpenGL3Renderer::~OpenGL3Renderer() { destroyAllGeometryBuffers(); destroyAllTextureTargets(); destroyAllTextures(); delete d_defaultTarget; delete d_textureTargetFactory; delete d_openGLStateChanger; delete d_shaderManager; delete d_viewProjectionMatrix; }
//----------------------------------------------------------------------------// Direct3D10Renderer::~Direct3D10Renderer() { destroyAllTextureTargets(); destroyAllTextures(); destroyAllGeometryBuffers(); delete d_defaultTarget; if (d_effect) d_effect->Release(); if (d_inputLayout) d_inputLayout->Release(); }
FlowVRCegRenderer::~FlowVRCegRenderer() { destroyAllTextures(); destroyAllTextureTargets(); destroyAllGeometryBuffers(); if(m_nIdVs) m_writer->delVertexShader( m_nIdVs ); if(m_nIdPs) m_writer->delPixelShader( m_nIdPs ); delete m_renderingRoot; delete m_defaultRenderTarget; // send to flowvr-render flush(); delete m_writer; }