本文整理汇总了C++中FrameBufferObject::exit方法的典型用法代码示例。如果您正苦于以下问题:C++ FrameBufferObject::exit方法的具体用法?C++ FrameBufferObject::exit怎么用?C++ FrameBufferObject::exit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FrameBufferObject
的用法示例。
在下文中一共展示了FrameBufferObject::exit方法的2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: deleteEqFrameBufferObject
void ObjectManager::deleteEqFrameBufferObject( const void* key )
{
FBOHash::iterator i = _impl->eqFrameBufferObjects.find(key);
if( i == _impl->eqFrameBufferObjects.end( ))
return;
FrameBufferObject* frameBufferObject = i->second;
_impl->eqFrameBufferObjects.erase( i );
frameBufferObject->exit();
delete frameBufferObject;
}
示例2: deleteAll
void ObjectManager::deleteAll()
{
for( ObjectHash::const_iterator i = _impl->lists.begin();
i != _impl->lists.end(); ++i )
{
const Object& object = i->second;
LBVERB << "Delete list " << object.id << std::endl;
EQ_GL_CALL( glDeleteLists( object.id, object.num ));
}
_impl->lists.clear();
for( ObjectHash::const_iterator i = _impl->textures.begin();
i != _impl->textures.end(); ++i )
{
const Object& object = i->second;
LBVERB << "Delete texture " << object.id << std::endl;
EQ_GL_CALL( glDeleteTextures( 1, &object.id ));
}
_impl->textures.clear();
for( ObjectHash::const_iterator i = _impl->buffers.begin();
i != _impl->buffers.end(); ++i )
{
const Object& object = i->second;
LBVERB << "Delete buffer " << object.id << std::endl;
EQ_GL_CALL( glDeleteBuffers( 1, &object.id ));
}
_impl->buffers.clear();
for( ObjectHash::const_iterator i = _impl->programs.begin();
i != _impl->programs.end(); ++i )
{
const Object& object = i->second;
LBVERB << "Delete program " << object.id << std::endl;
EQ_GL_CALL( glDeleteProgram( object.id ));
}
_impl->programs.clear();
for( ObjectHash::const_iterator i = _impl->shaders.begin();
i != _impl->shaders.end(); ++i )
{
const Object& object = i->second;
LBVERB << "Delete shader " << object.id << std::endl;
EQ_GL_CALL( glDeleteShader( object.id ));
}
_impl->shaders.clear();
for( TextureHash::const_iterator i = _impl->eqTextures.begin();
i != _impl->eqTextures.end(); ++i )
{
Texture* texture = i->second;
LBVERB << "Delete eq::Texture " << i->first << " @" << (void*)texture
<< std::endl;
texture->flush();
delete texture;
}
_impl->eqTextures.clear();
for( FontHash::const_iterator i = _impl->eqFonts.begin();
i != _impl->eqFonts.end(); ++i )
{
util::BitmapFont* font = i->second;
LBVERB << "Delete eq::Font " << i->first << " @" << (void*)font
<< std::endl;
font->exit();
delete font;
}
_impl->eqFonts.clear();
for( FBOHash::const_iterator i =
_impl->eqFrameBufferObjects.begin();
i != _impl->eqFrameBufferObjects.end(); ++i )
{
FrameBufferObject* frameBufferObject = i->second;
LBVERB << "Delete eq::FrameBufferObject " << i->first << " @"
<< (void*)frameBufferObject << std::endl;
frameBufferObject->exit();
delete frameBufferObject;
}
_impl->eqFrameBufferObjects.clear();
for( UploaderHash::const_iterator i = _impl->eqUploaders.begin();
i != _impl->eqUploaders.end(); ++i )
{
pression::Uploader* uploader = i->second;
LBVERB << "Delete uploader " << i->first << " @" << (void*)uploader
<< std::endl;
uploader->clear();
delete uploader;
}
_impl->eqUploaders.clear();
}