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C++ CPVRTPrint3D::ReleaseTextures方法代码示例

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;
}
开发者ID:,项目名称:,代码行数:17,代码来源:

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;
}
开发者ID:joyfish,项目名称:GameThirdPartyLibs,代码行数:18,代码来源:OGLESLighting.cpp

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;
}
开发者ID:joyfish,项目名称:GameThirdPartyLibs,代码行数:46,代码来源:OGLES3TextureStreaming.cpp

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;
}
开发者ID:joyfish,项目名称:GameThirdPartyLibs,代码行数:19,代码来源:OGLESPVRScopeRemote.cpp

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;
}
开发者ID:joyfish,项目名称:GameThirdPartyLibs,代码行数:21,代码来源:OGLESSkinning.cpp

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;
}
开发者ID:joyfish,项目名称:GameThirdPartyLibs,代码行数:22,代码来源:OGLESPVRScopeExample.cpp

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;
}
开发者ID:deepbansal15,项目名称:Native_SDK,代码行数:52,代码来源:OGLES2Glass.cpp

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;
}
开发者ID:anonymousjustice,项目名称:pvr-pi,代码行数:24,代码来源:OGLES2IntroducingPVRTools.cpp

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;
}
开发者ID:joyfish,项目名称:GameThirdPartyLibs,代码行数:24,代码来源:OGLES3CellShading.cpp

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;
}
开发者ID:joyfish,项目名称:GameThirdPartyLibs,代码行数:25,代码来源:OGLES3ProceduralTextures.cpp

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;
}
开发者ID:joyfish,项目名称:GameThirdPartyLibs,代码行数:26,代码来源:OGLES3AlphaBlend.cpp

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();
}
开发者ID:,项目名称:,代码行数:25,代码来源:

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;
}
开发者ID:joyfish,项目名称:GameThirdPartyLibs,代码行数:28,代码来源:OGLES2ParallaxBumpMap.cpp

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;
}
开发者ID:joyfish,项目名称:GameThirdPartyLibs,代码行数:29,代码来源:OGLES3Refraction.cpp

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;
}
开发者ID:joyfish,项目名称:GameThirdPartyLibs,代码行数:28,代码来源:OGLES2LightMap.cpp


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