Example usage for org.lwjgl.opengl GL20 glDeleteShader

List of usage examples for org.lwjgl.opengl GL20 glDeleteShader

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL20 glDeleteShader.

Prototype

public static void glDeleteShader(@NativeType("GLuint") int shader) 

Source Link

Document

Deletes a shader object.

Usage

From source file:org.oscim.gdx.LwjglGL20.java

License:Apache License

public void deleteShader(int shader) {
    GL20.glDeleteShader(shader);
}

From source file:org.terasology.rendering.assets.GLSLShaderProgramInstance.java

License:Apache License

public void dispose() {
    logger.debug("Disposing shader {}.", shaderProgramBase.getTitle());

    TIntIntIterator it = shaderPrograms.iterator();
    while (it.hasNext()) {
        it.advance();/* w  ww.  ja  v  a 2 s  .  c o m*/
        GL20.glDeleteProgram(it.value());
    }
    shaderPrograms.clear();

    it = fragmentPrograms.iterator();
    while (it.hasNext()) {
        it.advance();
        GL20.glDeleteShader(it.value());
    }
    fragmentPrograms.clear();

    it = vertexPrograms.iterator();
    while (it.hasNext()) {
        it.advance();
        GL20.glDeleteShader(it.value());
    }
    vertexPrograms.clear();

    uniformLocationMap.clear();
    prevValues.clear();
    disposed = true;
}

From source file:org.terasology.rendering.assets.Material.java

License:Apache License

public void dispose() {
    logger.debug("Disposing material {}.", uri);

    GL20.glDeleteShader(shaderProgram);
    shaderProgram = 0;
}

From source file:org.terasology.rendering.opengl.GLSLShader.java

License:Apache License

@Override
public void dispose() {
    logger.debug("Disposing shader {}.", getURI());

    TIntIntIterator it = fragmentPrograms.iterator();
    while (it.hasNext()) {
        it.advance();/*from   w  w w.  ja va2s.  c om*/
        GL20.glDeleteShader(it.value());
    }
    fragmentPrograms.clear();

    it = vertexPrograms.iterator();
    while (it.hasNext()) {
        it.advance();
        GL20.glDeleteShader(it.value());
    }
    vertexPrograms.clear();
    shaderProgramBase = null;
}

From source file:org.terasology.rendering.shader.ShaderProgram.java

License:Apache License

public void dispose() {
    logger.debug("Disposing shader {}.", title);

    GL20.glDeleteShader(shaderProgram);
    shaderProgram = 0;/*from w  ww .ja  v  a  2s .  c o m*/

    GL20.glDeleteProgram(fragmentProgram);
    fragmentProgram = 0;

    GL20.glDeleteProgram(vertexProgram);
    vertexProgram = 0;
}

From source file:playn.java.JavaGL20.java

License:Apache License

@Override
public void glDeleteShader(int shader) {
    GL20.glDeleteShader(shader);
}

From source file:processing.lwjgl.PGL.java

License:Open Source License

public void deleteShader(int id) {
    GL20.glDeleteShader(id);
}

From source file:processing.opengl.PLWJGL.java

License:Open Source License

@Override
public void deleteShader(int shader) {
    GL20.glDeleteShader(shader);
}

From source file:renderEngine.ShaderProgram.java

/**
 * Cleans the memory from all shaders and the program itself.
 *///from w  w  w . j a  v  a 2s  . co m
public final void cleanUp() {
    stop();
    GL20.glDetachShader(programID, vertexShaderID);
    GL20.glDetachShader(programID, fragmentShaderID);
    GL20.glDeleteShader(vertexShaderID);
    GL20.glDeleteShader(fragmentShaderID);
    GL20.glDeleteProgram(programID);
}

From source file:se.angergard.engine.graphics.ShaderProgram.java

License:Apache License

/** Links the program and validates it
 * @return This ShaderProgram *///from  w w w  .ja  v  a 2s .co  m
public ShaderProgram compileProgram() {
    GL20.glLinkProgram(program);

    if (program == -1) {
        System.err.println("ShaderProgram wasn't succsessfully created");
    }

    String error = GL20.glGetProgramInfoLog(program, GL20.GL_INFO_LOG_LENGTH);
    if (!error.equals("")) {
        System.out.println(error);
    }

    GL20.glValidateProgram(program);

    if (vertexShader != -1) {
        GL20.glDetachShader(program, vertexShader);
        GL20.glDeleteShader(vertexShader);
    }
    if (fragmentShader != -1) {
        GL20.glDetachShader(program, fragmentShader);
        GL20.glDeleteShader(fragmentShader);
    }
    if (geometryShader != -1) {
        GL20.glDetachShader(program, geometryShader);
        GL20.glDeleteShader(geometryShader);
    }
    return this;
}