/*!**************************************************************************** @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; }
/*!**************************************************************************** @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; }