本文整理汇总了C++中GLSLShader::DeleteShaderProgram方法的典型用法代码示例。如果您正苦于以下问题:C++ GLSLShader::DeleteShaderProgram方法的具体用法?C++ GLSLShader::DeleteShaderProgram怎么用?C++ GLSLShader::DeleteShaderProgram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GLSLShader
的用法示例。
在下文中一共展示了GLSLShader::DeleteShaderProgram方法的9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: OnShutdown
//release all allocated resources
void OnShutdown() {
glDeleteTextures(1, &shadowMapTexID);
//Destroy shader
shader.DeleteShaderProgram();
flatshader.DeleteShaderProgram();
//Destroy vao and vbo
glDeleteBuffers(1, &sphereVerticesVBO);
glDeleteBuffers(1, &sphereIndicesVBO);
glDeleteVertexArrays(1, &sphereVAOID);
glDeleteBuffers(1, &cubeVerticesVBO);
glDeleteBuffers(1, &cubeIndicesVBO);
glDeleteVertexArrays(1, &cubeVAOID);
glDeleteBuffers(1, &planeVerticesVBO);
glDeleteBuffers(1, &planeIndicesVBO);
glDeleteVertexArrays(1, &planeVAOID);
glDeleteVertexArrays(1, &lightVAOID);
glDeleteBuffers(1, &lightVerticesVBO);
glDeleteFramebuffers(1,&fboID);
cout<<"Shutdown successfull"<<endl;
}
示例2: OnShutdown
//release all allocated resources here
void OnShutdown() {
//delete all textures
size_t total_textures = materialMap.size();
for(size_t i=0;i<total_textures;i++) {
if(materialNames[i].length()>0)
glDeleteTextures(1, &materialMap[materialNames[i]]);
}
materialNames.clear();
materialMap.clear();
submeshes.clear();
vertices.clear();
indices.clear();
skeleton.clear();
animations.clear();
dualQuaternions.clear();
animatedXform.clear();
skeleton.clear();
bindPose.clear();
invBindPose.clear();
//Destroy shader
shader.DeleteShaderProgram();
flatShader.DeleteShaderProgram();
//Destroy vao and vbo
glDeleteBuffers(1, &vboVerticesID);
glDeleteBuffers(1, &vboIndicesID);
glDeleteVertexArrays(1, &vaoID);
glDeleteVertexArrays(1, &lightVAOID);
glDeleteVertexArrays(1, &lightVerticesVBO);
cout<<"Shutdown successfull"<<endl;
}
示例3: OnShutdown
//release all allocated resources
void OnShutdown() {
shader.DeleteShaderProgram();
glDeleteVertexArrays(1, &volumeMarcherVAO);
glDeleteBuffers(1, &volumeMarcherVBO);
delete grid;
delete marcher;
cout<<"Shutdown successfull"<<endl;
}
示例4: OnShutdown
//release all allocated resources
void OnShutdown() {
//Destroy shader
shader.DeleteShaderProgram();
cubemapShader.DeleteShaderProgram();
//Destroy vao and vbo
glDeleteBuffers(1, &sphereVerticesVBO);
glDeleteBuffers(1, &sphereIndicesVBO);
glDeleteVertexArrays(1, &sphereVAOID);
delete grid;
delete cube;
glDeleteTextures(1, &dynamicCubeMapID);
glDeleteFramebuffers(1, &fboID);
glDeleteRenderbuffers(1, &rboID);
cout<<"Shutdown successfull"<<endl;
}
示例5: OnShutdown
//delete all allocated resources
void OnShutdown() {
//Destroy shader
shader.DeleteShaderProgram();
//Destroy vao and vbo
glDeleteBuffers(1, &vboVerticesID);
glDeleteBuffers(1, &vboIndicesID);
glDeleteVertexArrays(1, &vaoID);
cout<<"Shutdown successfull"<<endl;
}
示例6: OnShutdown
//release all allocated resources
void OnShutdown() {
shader.DeleteShaderProgram();
glDeleteVertexArrays(1, &cubeVAOID);
glDeleteBuffers(1, &cubeVBOID);
glDeleteBuffers(1, &cubeIndicesID);
glDeleteTextures(1, &textureID);
delete grid;
cout<<"Shutdown successfull"<<endl;
}
示例7: OnShutdown
//release all allocated resources
void OnShutdown() {
glDeleteVertexArrays(1, &quadVAOID);
glDeleteBuffers(1, &quadVBOID);
glDeleteBuffers(1, &quadIndicesID);
//delete all textures
glDeleteTextures(1, &textureID);
//delete all meshes
size_t total_meshes = meshes.size();
for(size_t i=0;i<total_meshes;i++) {
delete meshes[i];
meshes[i]=0;
}
meshes.clear();
size_t total_materials = materials.size();
for( size_t i=0;i<total_materials;i++) {
delete materials[i];
materials[i] = 0;
}
materials.clear();
//Destroy shader
shader.DeleteShaderProgram();
raytraceShader.DeleteShaderProgram();
flatShader.DeleteShaderProgram();
//Destroy vao and vbo
glDeleteBuffers(1, &vboVerticesID);
glDeleteBuffers(1, &vboIndicesID);
glDeleteVertexArrays(1, &vaoID);
glDeleteVertexArrays(1, &lightVAOID);
glDeleteBuffers(1, &lightVerticesVBO);
glDeleteTextures(1, &texVerticesID);
glDeleteTextures(1, &texTrianglesID);
cout<<"Shutdown successfull"<<endl;
}
示例8: OnShutdown
//release all allocated resources
void OnShutdown() {
cubeShader.DeleteShaderProgram();
frontPeelShader.DeleteShaderProgram();
blendShader.DeleteShaderProgram();
finalShader.DeleteShaderProgram();
shutdownFBO();
glDeleteQueries(1, &queryId);
glDeleteVertexArrays(1, &quadVAOID);
glDeleteBuffers(1, &quadVBOID);
glDeleteBuffers(1, &quadIndicesID);
glDeleteVertexArrays(1, &cubeVAOID);
glDeleteBuffers(1, &cubeVBOID);
glDeleteBuffers(1, &cubeIndicesID);
delete grid;
cout<<"Shutdown successfull"<<endl;
}
示例9: OnShutdown
//delete all allocated objects
void OnShutdown() {
X.clear();
X_last.clear();
F.clear();
indices.clear();
springs.clear();
glDeleteQueries(1, &query);
glDeleteQueries(1, &t_query);
glDeleteTextures( 2, texPosID);
glDeleteTextures( 2, texPrePosID);
glDeleteVertexArrays(2, vaoUpdateID);
glDeleteVertexArrays(2, vaoRenderID);
glDeleteVertexArrays(1, &clothVAOID);
glDeleteVertexArrays(1, &gridVAOID);
glDeleteVertexArrays(1, &sphereVAOID);
glDeleteBuffers( 1, &gridVBOVerticesID);
glDeleteBuffers( 1, &gridVBOIndicesID);
glDeleteBuffers( 1, &clothVBOVerticesID);
glDeleteBuffers( 1, &clothVBOIndicesID);
glDeleteBuffers( 1, &sphereVerticesID);
glDeleteBuffers( 1, &sphereIndicesID);
glDeleteBuffers( 2, vboID_Pos);
glDeleteBuffers( 2, vboID_PrePos);
glDeleteBuffers( 1, &vboIndices);
glDeleteTransformFeedbacks(1, &tfID);
renderShader.DeleteShaderProgram();
massSpringShader.DeleteShaderProgram();
particleShader.DeleteShaderProgram();
printf("Shutdown successful");
}