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C++ VertexArray::dispose方法代码示例

本文整理汇总了C++中VertexArray::dispose方法的典型用法代码示例。如果您正苦于以下问题:C++ VertexArray::dispose方法的具体用法?C++ VertexArray::dispose怎么用?C++ VertexArray::dispose使用的例子?那么恭喜您, 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VertexArray的用法示例。


在下文中一共展示了VertexArray::dispose方法的3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: run


//.........这里部分代码省略.........

		// Render the water with the previous reflection/refraction texture
		waterShader.begin();
		waterShader.setUniform("time", time);
		glActiveTexture(GL_TEXTURE0 + 0);
		refractionRT.bindTexture();
		glActiveTexture(GL_TEXTURE0 + 1);
		reflectionRT.bindTexture();
		glActiveTexture(GL_TEXTURE0 + 2);
		waterNormals.bind();
		//waterShader.setUniform("view", viewMatrix.top());
		waterShader.setUniform("refraction_tex", 0);
		waterShader.setUniform("reflection_tex", 1);
		waterShader.setUniform("water_normals_tex", 2);
		//waterShader.setUniform("light0_pos", vec3(0.0f, 1.0f, 0.0f));
		//waterShader.setUniform("light0_col", vec3(1.0f, 0.8f, 0.5f));
		//waterShader.setUniform("ambient", vec3(67.0f/255.0f, 66.0f/255.0f, 63.0f/255.0f));
		quadVbo.bind();
		waterShader.setAttributefv("position", 2, 4, 0);
		waterShader.setAttributefv("texel", 2, 4, 2);
		glDrawArrays(GL_TRIANGLES, 0, 6);
		quadVbo.unbind();
		reflectionRT.unbindTexture();
		refractionRT.unbindTexture();
		waterNormals.unbind();
		waterShader.end();
		glActiveTexture(GL_TEXTURE0 + 0);

		// Render unmirrored scene
		//colorShader.begin();
		//renderer.clearColorAndDepth();
		//renderer.setCullState(CullStates::CullNone);
		//renderer.setBlendState(BlendStates::AlphaBlend);
		//renderer.setDepthTestState(DepthTestStates::LessThanOrEqual);
		//colorShader.setUniform("projection", perspectiveMatrix);
		//colorShader.setUniform("view", viewMatrix.top());
		//cube.pushTransform();
		//cube.translate(0.0f, 0.4f, 0.0f);
		//cube.scale(0.5f);
		//cube.draw(GL_TRIANGLES);

		/*grid.pushTransform();
		grid.translate(0.0f, -0.5f, 0.0f);
		grid.draw(GL_LINES);
		grid.popTransform();*/

		// Draw mirrored scene to a rendertarget
		/*rt.begin();
		renderer.clearColorAndDepth();
		
		viewMatrix.push();
		viewMatrix.scale(1.0f, -1.0f, 1.0f);
		colorShader.setUniform("view", viewMatrix.top());
		cube.draw(GL_TRIANGLES);
		cube.popTransform();
		viewMatrix.pop();
		rt.end();*/

		// Enable stencil testing and mask out a section containing the water mesh
		//glEnable(GL_STENCIL_TEST);
		//glStencilFunc(GL_ALWAYS, 1, 0xFF); // Set any stencil to 1
		//glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
		//glStencilMask(0xFF); // Write to stencil buffer
		//glDepthMask(GL_FALSE); // Don't write to depth buffer
		//glClear(GL_STENCIL_BUFFER_BIT); // Clear stencil buffer (0 by default)

		//// Draw water mesh
		//water.pushTransform();
		//water.scale(3.0f);
		//water.draw(GL_TRIANGLES);
		//water.popTransform();
		//colorShader.end();

		//// Draw previous rendertarget as a quad masked into the water plane
		//glStencilFunc(GL_EQUAL, 1, 0xFF); // Pass test if stencil value is 1
		//glStencilMask(0x00); // Don't write anything to stencil buffer
		//glDepthMask(GL_TRUE);

		//glDisable(GL_STENCIL_TEST);

		viewMatrix.pop();

		context.display();
		renderTime = timer.getElapsedTime() - renderStart;
		if(renderTime < 0.013)
			context.sleep(0.013 - renderTime);

		if(checkGLErrors(std::cerr))
		{
			std::cin.get();
			context.close();
		}
	}

	waterNormals.dispose();
	colorShader.dispose();
	waterShader.dispose();
	vao.dispose();
	context.dispose();
}
开发者ID:lightbits,项目名称:glterrain,代码行数:101,代码来源:17water.cpp

示例2: free

void free()
{
	skybox_buffer.dispose();
	cube_buffer.dispose();
	vao.dispose();
}
开发者ID:lightbits,项目名称:glterrain,代码行数:6,代码来源:app.cpp

示例3: free

void free()
{
	vao.dispose();
}
开发者ID:lightbits,项目名称:glterrain,代码行数:4,代码来源:app_old.cpp


注:本文中的VertexArray::dispose方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。