示例#1
0
/*!****************************************************************************
 @Function		ReleaseView
 @Return		bool		true if no error occurred
 @Description	Code in ReleaseView() will be called by PVRShell when the
				application quits or before a change in the rendering context.
******************************************************************************/
bool OGLES3PhantomMask::ReleaseView()
{
    // Release all Textures
    glDeleteTextures(1, &m_ui32TexMask);
    glDeleteTextures(1, &m_ui32TexBackground);

    // Delete program and shader objects
    glDeleteProgram(m_SHShaderProgram.uiId);
    glDeleteProgram(m_DiffuseShaderProgram.uiId);

    glDeleteShader(m_uiSHVertShader);
    glDeleteShader(m_uiDifVertShader);
    glDeleteShader(m_uiFragShader);

    // Delete buffer objects
    glDeleteBuffers(m_Scene.nNumMesh, m_puiVbo);
    glDeleteBuffers(m_Scene.nNumMesh, m_puiIndexVbo);

    // Release Print3D Textures
    m_Print3D.ReleaseTextures();

    m_Background.Destroy();

    return true;
}
示例#2
0
/*!****************************************************************************
 @Function		ReleaseView
 @Return		bool		true if no error occurred
 @Description	Code in ReleaseView() will be called by PVRShell when the
				application quits or before a change in the rendering context.
******************************************************************************/
bool OGLES2IntroducingPrint3D::ReleaseView()
{
	// Release Print3D Textures
	m_Print3D.ReleaseTextures();
	m_CentralText.ReleaseTextures();
	m_IntroText.ReleaseTextures();
	m_TitleText.ReleaseTextures();
	m_BG.Destroy();

	return true;
}
/*!****************************************************************************
 @Function		ReleaseView
 @Return		bool		true if no error occured
 @Description	Code in ReleaseView() will be called by PVRShell when the

				application quits or before a change in the rendering context.
******************************************************************************/
bool OGLES3Refraction::ReleaseView()
{
	// Delete textures
	glDeleteTextures(1, &m_uiTexture);

	// Delete program and shader objects
	glDeleteProgram(m_ShaderProgram.uiId);

	glDeleteShader(m_uiVertShader);
	glDeleteShader(m_uiFragShader);

	// Delete buffer objects
	glDeleteBuffers(m_Scene.nNumMesh, m_puiVbo);
	glDeleteBuffers(m_Scene.nNumMesh, m_puiIndexVbo);

	// Release Print3D Textures
	m_Print3D.ReleaseTextures();

    m_Background.Destroy();

	return true;
}