本文整理汇总了C++中CPVRTPrint3D::ReleaseTextures方法的典型用法代码示例。如果您正苦于以下问题:C++ CPVRTPrint3D::ReleaseTextures方法的具体用法?C++ CPVRTPrint3D::ReleaseTextures怎么用?C++ CPVRTPrint3D::ReleaseTextures使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类CPVRTPrint3D
的用法示例。
在下文中一共展示了CPVRTPrint3D::ReleaseTextures方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: ReleaseView
/*******************************************************************************
* Function Name : ReleaseView
* Returns : Nothing
* Description : Code in ReleaseView() will be called by the Shell before
* changing to a new rendering context.
*******************************************************************************/
bool OGLESAntialiasedLines::ReleaseView()
{
// Release the Print3D textures and windows
m_Print3D.ReleaseTextures();
// Delete the textures and buffers we created
glDeleteTextures(1, &m_uiTexture);
glDeleteBuffers(3, m_uiVbos);
return true;
}
示例2: ReleaseView
/*******************************************************************************
* Function Name : ReleaseView
* Returns : Nothing
* Description : Code in ReleaseView() will be called by the Shell before
* changing to a new rendering context.
*******************************************************************************/
bool OGLESLighting::ReleaseView()
{
// Release textures
glDeleteTextures(1, &m_ui32Stone);
glDeleteTextures(1, &m_ui32Light);
delete[] m_pui32Textures;
// Release Print3D textures
m_Print3D.ReleaseTextures();
return true;
}
示例3: ReleaseView
/*!****************************************************************************
@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 OGLES3TextureStreaming::ReleaseView()
{
// Clean up AV capture
m_Camera.DestroySession();
// Release Print3D Textures
m_Print3D.ReleaseTextures();
// Frees the OpenGL handles for the program and the 2 shaders
// Delete program and shader objects
glDeleteProgram(m_LitProgram.uiId);
glDeleteProgram(m_AmbientShaderProgram.uiId);
glDeleteProgram(m_TVShaderProgram.uiId);
glDeleteProgram(m_TVGreyscaleShaderProgram.uiId);
glDeleteProgram(m_TVNoiseShaderProgram.uiId);
for(int idx = 0; idx < eNumEffects; ++idx)
{
glDeleteShader(m_uiVertexShaders[idx]);
glDeleteShader(m_uiFragmentShaders[idx]);
}
// Delete buffer objects
glDeleteBuffers(m_Scene.nNumMesh, m_puiVbo);
glDeleteBuffers(m_Scene.nNumMesh, m_puiIndexVbo);
// Release Print3D Textures
m_Print3D.ReleaseTextures();
// Deletes the textures
glDeleteTextures(m_Scene.nNumMaterial, &m_puiTextureIDs[0]);
glDeleteTextures(1, &m_uiNoiseTex);
// Frees the texture lookup array
delete[] m_puiTextureIDs;
m_puiTextureIDs = 0;
return true;
}
示例4: ReleaseView
/*!****************************************************************************
@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 OGLESPVRScopeRemote::ReleaseView()
{
CPPLProcessingScoped PPLProcessingScoped(m_psSPSCommsData,
__FUNCTION__, static_cast<unsigned int>(strlen(__FUNCTION__)), m_i32FrameCounter);
// Deletes the texture
glDeleteTextures(1, &m_uiTexture);
// Release Print3D Textures
m_Print3D.ReleaseTextures();
return true;
}
示例5: ReleaseView
/*******************************************************************************
* Function Name : ReleaseView
* Returns : Nothing
* Description : Code in ReleaseView() will be called by the Shell before
* changing to a new rendering context.
*******************************************************************************/
bool OGLESSkinning::ReleaseView()
{
// Free the texture lookup array
delete[] m_puiTextures;
m_puiTextures = 0;
// Delete textures
glDeleteTextures(1, &m_uiBodyTex);
glDeleteTextures(1, &m_uiLegTex);
glDeleteTextures(1, &m_uiBeltTex);
// Release the Print3D textures
m_Print3D.ReleaseTextures();
return true;
}
示例6: ReleaseView
/*!****************************************************************************
@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 OGLESPVRScopeExample::ReleaseView()
{
// Deletes the texture
glDeleteTextures(1, &m_uiTexture);
// Release Print3D Textures
m_Print3D.ReleaseTextures();
if(m_pScopeGraph)
{
delete m_pScopeGraph;
m_pScopeGraph = 0;
}
return true;
}
示例7: ReleaseView
/*!****************************************************************************
@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 OGLES2Glass::ReleaseView()
{
// Delete textures
glDeleteTextures(1, &m_uiCubeTex);
glDeleteTextures(1, &m_uiBalloonTex);
glDeleteTextures(1, &m_uiParaboloidTexture);
// Delete program objects
glDeleteProgram(m_DefaultProgram.uiId);
glDeleteProgram(m_SkyboxProgram.uiId);
glDeleteProgram(m_ParaboloidProgram.uiId);
for (int i = 0; i < g_iNumEffects; ++i)
{
glDeleteProgram(m_aEffectPrograms[i].uiId);
}
// Delete shader objects
glDeleteShader(m_uiDefaultVertShader);
glDeleteShader(m_uiDefaultFragShader);
glDeleteShader(m_uiSkyboxVertShader);
glDeleteShader(m_uiSkyboxFragShader);
glDeleteShader(m_uiParaboloidVertShader);
for (int i = 0; i < g_iNumEffects; ++i)
{
glDeleteShader(m_auiEffectVertShaders[i]);
glDeleteShader(m_auiEffectFragShaders[i]);
}
// Delete buffer objects
glDeleteBuffers(m_Ball.nNumMesh, m_puiVbo);
glDeleteBuffers(m_Ball.nNumMesh, m_puiIndexVbo);
glDeleteBuffers(m_Balloon.nNumMesh, m_puiBalloonVbo);
glDeleteBuffers(m_Balloon.nNumMesh, m_puiBalloonIndexVbo);
glDeleteBuffers(1, &m_uiSquareVbo);
// Delete renderbuffers
glDeleteRenderbuffers(1, &m_uiParaboloidDepthBuffer);
// Delete framebuffers
glDeleteFramebuffers(1, &m_uiParaboloidFramebuffer);
// Release Print3D Textures
m_Print3D.ReleaseTextures();
return true;
}
示例8: ReleaseView
/*!****************************************************************************
@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 OGLESIntroducingPVRTools::ReleaseView()
{
// Frees the texture
glDeleteTextures(1,&m_uiTexture);
// Release Vertex buffer object.
glDeleteBuffers(1, &m_ui32Vbo);
// Release Print3D Textures
m_Print3D.ReleaseTextures();
// Frees the OpenGL handles for the program and the 2 shaders
glDeleteProgram(m_ShaderProgram.uiId);
glDeleteShader(m_uiVertexShader);
glDeleteShader(m_uiFragShader);
return true;
}
示例9: ReleaseView
/*!****************************************************************************
@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 OGLES3CellShading::ReleaseView()
{
// Delete program and shader objects
glDeleteTextures(1, &m_uiShadingTex);
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();
return true;
}
示例10: ReleaseView
/*!****************************************************************************
@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 OGLES2ProceduralTextures::ReleaseView()
{
if (m_pProceduralTextures) { m_pProceduralTextures->Release(); }
// Release texture
glDeleteTextures(1, &m_FnTexture);
glDeleteTextures(1, &m_ui32ColourSplineTexture);
// Release shaders
glDeleteShader(m_uiVertShaderId);
for (unsigned int i = 0; i < NUM_VISUALISATIONS; i++)
{
glDeleteShader(m_auiFragShaderId[i]);
glDeleteProgram(m_auiShaderProgramId[i]);
}
// Release Print3D Textures
m_Print3D.ReleaseTextures();
return true;
}
示例11: ReleaseView
/*!****************************************************************************
@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 OGLES3AlphaBlend::ReleaseView()
{
// Delete textures
glDeleteTextures(1, &m_uiTexForeground);
glDeleteTextures(1, &m_uiTexBackground);
// Delete program and shader objects
glDeleteProgram(m_ShaderProgram.uiId);
glDeleteShader(m_uiVertShader);
glDeleteShader(m_uiFragShader);
// Delete buffer objects
glDeleteBuffers(1, &m_uiVbo);
// Release Print3D Textures
m_Print3D.ReleaseTextures();
return true;
}
示例12:
/*!****************************************************************************
@Function FreeMemory
@Description Free allocated memory.
******************************************************************************/
void OGLES2Shaders::FreeMemory()
{
for(int j = 0; j < g_numShaders; j++)
{
// Release textures
if(m_ppEffect[j])
{
const CPVRTArray<SPVRTPFXTexture>& sTex = m_ppEffect[j]->GetTextureArray();
for(unsigned int i = 0; i < sTex.GetSize(); ++i)
glDeleteTextures(1, &(sTex[i].ui));
}
// Release the effect[s] then the parser
if(m_ppEffect[j])
delete m_ppEffect[j];
if(m_ppEffectParser[j])
delete m_ppEffectParser[j];
}
m_Print3D.ReleaseTextures();
}
示例13: ReleaseView
/*!****************************************************************************
@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 OGLES2ParallaxBumpMap::ReleaseView()
{
// Delete textures
glDeleteTextures(1, &m_uiBaseTex);
glDeleteTextures(1, &m_uiNormalMap);
glDeleteTextures(1, &m_uiHeightMap);
// 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();
return true;
}
示例14: ReleaseView
/*!****************************************************************************
@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;
}
示例15: ReleaseView
/*!****************************************************************************
@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 OGLES2LightMap::ReleaseView()
{
// Delete textures
glDeleteTextures(1, &m_uiBaseTex);
glDeleteTextures(1, &m_uiReflectTex);
glDeleteTextures(1, &m_uiShadowTex);
// Delete program and shader objects
glDeleteProgram(m_ShaderProgram.uiId);
glDeleteShader(m_uiVertShader);
glDeleteShader(m_uiFragShader);
// Delete buffer objects
m_Models[0].DeleteVbos();
m_Models[1].DeleteVbos();
// Release Print3D Textures
m_Print3D.ReleaseTextures();
return true;
}