//-------------------UNLOAD--------------
// Functions for deleting assets
//---------------------------------------
void Assets::unloadAllAssets()
{
	unloadShaders();
	unloadTextures();
	unloadMeshes();
	unloadAnims();
}
示例#2
0
		bool GLSL_Shader::loadShaders(const char* vertexShaderName, const char* pixelShaderName)
		{
			if (glCreateProgram == NULL)
				throw SnowSim::Exceptions::NotSupportedException("glCreateProgram is not support by your graphics card!");
			if (glLinkProgram == NULL)
				throw SnowSim::Exceptions::NotSupportedException("glLinkProgram is not support by your graphics card!");

			// delete previously loaded shaders
			unloadShaders();

			// create program
			program = glCreateProgram();

			// create vertex shader
			if(!createVertexShader(vertexShaderName))
				return false;

			// create pixel shader
			if(!createPixelShader(pixelShaderName))
				return false;

			glLinkProgram(program);
			shaderLoaded = true;

			return shaderLoaded;
		}
void CloudsVisualSystemCubeCraft::selfExit()
{
	cubeMesh.clear();
	
	voxelVbo.clear();
	
	unloadShaders();
}
void CloudsVisualSystemCubeCraft::loadShaders()
{
	unloadShaders();
	
	voxelShader.load( getVisualSystemDataPath() + "shaders/voxelShader");
	cubeCraftShader.load( getVisualSystemDataPath() + "shaders/cubeCraftShader" );
	mineCraftGroundShader.load( getVisualSystemDataPath() + "shaders/mineCraftGround");
	mineCraftCloudsShader.load( getVisualSystemDataPath() + "shaders/mineCraftClouds");
}
示例#5
0
		GLSL_Shader::~GLSL_Shader()
		{
			m_is_destroying = true;
			unloadShaders();
		}