Example usage for org.lwjgl.opengl GL30 glDeleteVertexArrays

List of usage examples for org.lwjgl.opengl GL30 glDeleteVertexArrays

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL30 glDeleteVertexArrays.

Prototype

public static void glDeleteVertexArrays(@NativeType("GLuint const *") int[] arrays) 

Source Link

Document

Array version of: #glDeleteVertexArrays DeleteVertexArrays

Usage

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);
}