List of usage examples for org.lwjgl.opengl GL30 glDeleteVertexArrays
public static void glDeleteVertexArrays(@NativeType("GLuint const *") int[] arrays)
From source file:com.adavr.player.globjects.VertexArray.java
License:Open Source License
@Override public void destroy() { GL30.glDeleteVertexArrays(id); }
From source file:com.badlogic.gdx.backends.jglfw.JglfwGL30.java
License:Apache License
@Override public void glDeleteVertexArrays(int n, int[] arrays, int offset) { for (int i = offset; i < offset + n; i++) { GL30.glDeleteVertexArrays(arrays[i]); }//from w ww. j ava 2 s .c o m }
From source file:com.badlogic.gdx.backends.jglfw.JglfwGL30.java
License:Apache License
@Override public void glDeleteVertexArrays(int n, IntBuffer arrays) { GL30.glDeleteVertexArrays(arrays); }
From source file:com.flowpowered.caustic.lwjgl.gl30.GL30VertexArray.java
License:MIT License
@Override public void destroy() { checkCreated();/*from w w w .j av a 2s . com*/ // Delete the indices buffer GL15.glDeleteBuffers(indicesBufferID); // Delete the attribute buffers for (int attributeBufferID : attributeBufferIDs) { GL15.glDeleteBuffers(attributeBufferID); } // Delete the vao GL30.glDeleteVertexArrays(id); // Reset the IDs and data indicesBufferID = 0; attributeBufferIDs = EMPTY_ARRAY; attributeBufferSizes = EMPTY_ARRAY; // Update the state super.destroy(); // Check for errors LWJGLUtil.checkForGLError(); }
From source file:com.geekyaubergine.geekyjgameutil.model.ModelLoader.java
License:Open Source License
/** * Deletes data stored in VAO's and VBO's *///from w w w .j a v a 2s. c o m public static void deleteData() { for (int vao : vaos) { GL30.glDeleteVertexArrays(vao); } for (int vbo : vbos) { GL15.glDeleteBuffers(vbo); } }
From source file:com.github.kajdreef.mazerunnermvn.Object.GameObject.java
public void destroy() { // Disable the VBO index from the VAO attributes list GL20.glDisableVertexAttribArray(0);//w w w . ja va 2s . co m // Delete the vertex VBO GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL15.glDeleteBuffers(vboVerticesId); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); GL15.glDeleteBuffers(vboIndicesId); // Delete the VAO GL30.glBindVertexArray(0); GL30.glDeleteVertexArrays(vaoId); }
From source file:com.grillecube.client.opengl.GLVertexArray.java
/** free the buffer object */ public void delete() { GL30.glDeleteVertexArrays(this._id); this._id = 0; }
From source file:com.redthirddivision.quad.utils.managers.ResourceManager.java
License:Apache License
/** * Cleans up resources that have been loaded by the engine. *///www . ja v a 2 s. c om public static void cleanUp() { for (int vao : vaoList) GL30.glDeleteVertexArrays(vao); for (int vbo : vboList) GL15.glDeleteBuffers(vbo); for (int tex : textures) GL11.glDeleteTextures(tex); }
From source file:com.rfdickerson.openworld.CubeGeometry.java
@Override void cleanup() {//w w w .j a va 2 s .co m log.info("Cleaning up the SimpleTerrain"); GL20.glDisableVertexAttribArray(0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL15.glDeleteBuffers(vboId); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); GL15.glDeleteBuffers(vboiId); GL30.glBindVertexArray(0); GL30.glDeleteVertexArrays(vaoId); this.isLoaded = false; }
From source file:com.samrj.devil.gl.VAO.java
private void delete() { GL30.glDeleteVertexArrays(id); }