/**
 * GL node destructor.
 */
DisplayListNode::~DisplayListNode() {
    if (glIsList(id))
        glDeleteLists(id,1);
}
FTPolyGlyph::~FTPolyGlyph()
{
    glDeleteLists( glList, 1);
}
示例#3
0
int terminate(void){
    TwTerminate();
    
    glDeleteLists(axisDL, 1);
}
示例#4
0
文件: Text.cpp 项目: firej/OGL2
void Font::ULOAD(void)
{
	glDeleteLists(Base, 256);
	delete	T;
}
示例#5
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void font_data::clean() {
	glDeleteLists(list_base,128);
	glDeleteTextures(128,textures);
	delete [] textures;
}
	virtual void onDestroy(){
		glDeleteLists(mID, 1);
	}
示例#7
0
PlanePrimitive::DataItem::~DataItem(void)
	{
	glDeleteLists(displayListId,2);
	}
示例#8
0
// Function called at exit
void Terminate(void)
{ 
	glDeleteLists(SHAPE_TEAPOT, NUM_SHAPES);

	TwTerminate();
}
示例#9
0
void EDA_3D_CANVAS::CreateDrawGL_List( REPORTER* aErrorMessages, REPORTER* aActivity )
{
    BOARD* pcb = GetBoard();

    wxBusyCursor    dummy;

    // Build 3D board parameters:
    GetPrm3DVisu().InitSettings( pcb );

    glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );

    // Create axis gl list (if it is not shown, the list will be not called
    draw3DAxis();

    // Create Board full gl lists:

    if( ! m_glLists[GL_ID_BOARD] )
    {
        DBG( unsigned strtime = GetRunningMicroSecs() );

        m_glLists[GL_ID_BOARD] = glGenLists( 1 );
        m_glLists[GL_ID_BODY] = glGenLists( 1 );
        buildBoard3DView(m_glLists[GL_ID_BOARD], m_glLists[GL_ID_BODY], aErrorMessages, aActivity );
        CheckGLError( __FILE__, __LINE__ );

        DBG( printf( "  buildBoard3DView total time %f ms\n", (double) (GetRunningMicroSecs() - strtime) / 1000.0 ) );
    }

    if( ! m_glLists[GL_ID_TECH_LAYERS] )
    {
        DBG( unsigned strtime = GetRunningMicroSecs() );

        m_glLists[GL_ID_TECH_LAYERS] = glGenLists( 1 );
        glNewList( m_glLists[GL_ID_TECH_LAYERS], GL_COMPILE );
        // when calling BuildTechLayers3DView,
        // do not show warnings, which are the same as buildBoard3DView
        buildTechLayers3DView( aErrorMessages, aActivity );
        glEndList();
        CheckGLError( __FILE__, __LINE__ );

        DBG( printf( "  buildTechLayers3DView total time %f ms\n", (double) (GetRunningMicroSecs() - strtime) / 1000.0 ) );
    }

    if( ! m_glLists[GL_ID_AUX_LAYERS] )
    {
        DBG( unsigned strtime = GetRunningMicroSecs() );

        m_glLists[GL_ID_AUX_LAYERS] = glGenLists( 1 );
        glNewList( m_glLists[GL_ID_AUX_LAYERS], GL_COMPILE );
        buildBoard3DAuxLayers( aErrorMessages, aActivity );
        glEndList();
        CheckGLError( __FILE__, __LINE__ );

        DBG( printf( "  buildBoard3DAuxLayers total time %f ms\n", (double) (GetRunningMicroSecs() - strtime) / 1000.0 ) );
    }

    // draw modules 3D shapes
    if( ! m_glLists[GL_ID_3DSHAPES_SOLID_FRONT] && isEnabled( FL_MODULE ) )
    {
        m_glLists[GL_ID_3DSHAPES_SOLID_FRONT] = glGenLists( 1 );

        // GL_ID_3DSHAPES_TRANSP_FRONT is an auxiliary list for 3D shapes;
        // Ensure it is cleared before rebuilding it
        if( m_glLists[GL_ID_3DSHAPES_TRANSP_FRONT] )
            glDeleteLists( m_glLists[GL_ID_3DSHAPES_TRANSP_FRONT], 1 );

        bool useMaterial = g_Parm_3D_Visu.GetFlag( FL_RENDER_MATERIAL );

        if( useMaterial )
            m_glLists[GL_ID_3DSHAPES_TRANSP_FRONT] = glGenLists( 1 );
        else
            m_glLists[GL_ID_3DSHAPES_TRANSP_FRONT] = 0;

        buildFootprintShape3DList( m_glLists[GL_ID_3DSHAPES_SOLID_FRONT],
                                   m_glLists[GL_ID_3DSHAPES_TRANSP_FRONT],
                                   aErrorMessages, aActivity );

        CheckGLError( __FILE__, __LINE__ );
    }

    calcBBox();

    // Create grid gl list
    if( ! m_glLists[GL_ID_GRID] )
    {
        m_glLists[GL_ID_GRID] = glGenLists( 1 );
        glNewList( m_glLists[GL_ID_GRID], GL_COMPILE );

        draw3DGrid( GetPrm3DVisu().m_3D_Grid );

        glEndList();
    }

    if( !m_glLists[GL_ID_SHADOW_FRONT] )
        m_glLists[GL_ID_SHADOW_FRONT] = glGenLists( 1 );

    if( !m_glLists[GL_ID_SHADOW_BACK] )
        m_glLists[GL_ID_SHADOW_BACK]  = glGenLists( 1 );

    if( !m_glLists[GL_ID_SHADOW_BOARD] )
        m_glLists[GL_ID_SHADOW_BOARD] = glGenLists( 1 );

    buildShadowList( m_glLists[GL_ID_SHADOW_FRONT],
                     m_glLists[GL_ID_SHADOW_BACK],
                     m_glLists[GL_ID_SHADOW_BOARD] );

    CheckGLError( __FILE__, __LINE__ );
}
示例#10
0
文件: d.cpp 项目: soulik/luagl
	int gl_DeleteLists(State& state){
		glDeleteLists((GLuint)state.stack->to<int>(1),(GLsizei)state.stack->to<int>(2));
		return 0;
	}
示例#11
0
CreditsWnd::~CreditsWnd() {
    if (m_displayListID != 0)
        glDeleteLists(m_displayListID, 1);
}
// destructor
PlayerOverlayLives::~PlayerOverlayLives()
{
	// free lives draw list
	glDeleteLists(lives_handle, 1);
}
示例#13
0
 ~Lesson21Private() {
   glDeleteLists( m_base, 256 );                             // Delete All 256 Display Lists
   m_self->deleteTexture( m_texture[0] );
   m_self->deleteTexture( m_texture[1] );
 }
DisplayWidget::~DisplayWidget()
{
	makeCurrent();
	glDeleteLists(sphereList,1);
	for(int k=0;k<4;k++) glDeleteLists(shapeList[k],1);
}
GUIscrollbar::~GUIscrollbar()
{
	glDeleteLists(displayList,1);
}
示例#16
0
SS3O::~SS3O()
{
	glDeleteLists(displist,1);
}
示例#17
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KPboardView::~KPboardView()
{
    glDeleteLists(DisplayList, KBP_ENTRY_COUNT);
    glDeleteTextures(MAX_BOARD_TEXTURES, textureIds.data());
}
void GLGpuNvparseProgram::unloadImpl(void)
{
    glDeleteLists(mProgramID,1);
}
示例#19
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MenuOptions::~MenuOptions() {
	if (hasDisplayList)
		glDeleteLists(fixedObjectsDisplayList, 1);
}
示例#20
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GLWidget::~GLWidget()
{
    glDeleteLists( object, 1 );
}
示例#21
0
文件: Text.cpp 项目: firej/OGL2
Font::~Font(void)
{
		glDeleteLists(Base, 256);
}
示例#22
0
void pdp_3d_dlist_free(t_pdp_3d_dlist *x)
{
    pdp_3dp_base_free(x);
    if (x->x_dlist) glDeleteLists(x->x_dlist, 1);
}
示例#23
0
GLGameModel::~GLGameModel()
{
    glDeleteLists(displayListID, 1);
    glDeleteLists(frameDisplayListID, 1);
}
示例#24
0
CMiniMap::~CMiniMap()
{
	glDeleteLists(circleLists, circleListsCount);
}
示例#25
0
  void VisualSceneGeometry :: BuildScene (int zoomall)
  {
    VisualScene::BuildScene(zoomall); // setting light ...
    Box<3> box;
    int hasp = 0;
    for (int i = 0; i < geometry->GetNTopLevelObjects(); i++)
      {
	const TriangleApproximation & ta =
	  *geometry->GetTriApprox(i);
	if (!&ta) continue;

	for (int j = 0; j < ta.GetNP(); j++)      
	  {
	    if (hasp)
	      box.Add (ta.GetPoint(j));
	    else
	      {
		hasp = 1;
		box.Set (ta.GetPoint(j));
	      }
	  }
      }
    if (hasp)
      {
	center = box.Center();
	rad = box.Diam() / 2;
      }
    else
      {
	center = Point3d(0,0,0);
	rad = 1;
      }

    CalcTransformationMatrices();

    for (int i = 0; i < trilists.Size(); i++)
      glDeleteLists (trilists[i], 1);
    trilists.SetSize(0);

    for (int i = 0; i < geometry->GetNTopLevelObjects(); i++)
      {
	trilists.Append (glGenLists (1));
	glNewList (trilists.Last(), GL_COMPILE); 
	glEnable (GL_NORMALIZE);
	const TriangleApproximation & ta =
	  *geometry->GetTriApprox(i);
	if (&ta) 
	  {
	    glEnableClientState(GL_VERTEX_ARRAY);
	    glVertexPointer(3, GL_DOUBLE, 0, &ta.GetPoint(0)(0));

	    glEnableClientState(GL_NORMAL_ARRAY);
	    glNormalPointer(GL_DOUBLE, 0, &ta.GetNormal(0)(0));
	    
	    for (int j = 0; j < ta.GetNT(); j++)
	      glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, & (ta.GetTriangle(j)[0]));

	    glDisableClientState(GL_VERTEX_ARRAY);
	    glDisableClientState(GL_NORMAL_ARRAY);
            /*
	    for (int j = 0; j < ta.GetNT(); j++)
	      {
		glBegin (GL_TRIANGLES);
		for (int k = 0; k < 3; k++)
		  {
		    int pi = ta.GetTriangle(j)[k];
		    glNormal3dv (ta.GetNormal(pi));
		    glVertex3dv (ta.GetPoint(pi));
                    cout << "v = " << ta.GetPoint(pi) << endl;
		  }
		glEnd ();
	      }
            */
	  }
	glEndList ();
      }
  }
示例#26
0
RevolverTool::DataItem::~DataItem(void)
	{
	glDeleteLists(digitListBase,11);
	}
示例#27
0
文件: file.cpp 项目: Br3nda/Gource
RFile::~RFile() {
    glDeleteLists(namelist, 1);
}
示例#28
0
Light::~Light()
{
	glDeleteLists(displayList,1);
}
示例#29
0
文件: main.cpp 项目: molekel/ponggl
GLvoid KillFont(GLvoid)									// Delete The Font List
{
	glDeleteLists(base, 96);							// Delete All 96 Characters
}
RenderData::~RenderData()
{
	if (drawList)
		glDeleteLists(drawList,1);
	drawList=0;
}