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.voxelplugineering.voxelsniper.render.buffer.BufferManager.java

License:Open Source License

public void destroy() {
    GL30.glBindVertexArray(vaoId);/*from  w w w .j a  v  a 2  s . co  m*/
    GL20.glDisableVertexAttribArray(0);
    GL20.glDisableVertexAttribArray(1);
    GL20.glDisableVertexAttribArray(2);

    for (BufferSection b : this.sections) {
        b.destroy();
    }

    GL30.glBindVertexArray(0);
    GL30.glDeleteVertexArrays(vaoId);
}

From source file:com.xrbpowered.gl.res.StaticMesh.java

License:Open Source License

public void destroy() {
    GL30.glBindVertexArray(vaoId);//from  ww  w .  j  ava 2s .  co m
    for (int i = 0; i < countAttribs; i++)
        GL20.glDisableVertexAttribArray(i);

    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
    GL15.glDeleteBuffers(vboId);
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
    if (vboiId != GL11.GL_INVALID_VALUE)
        GL15.glDeleteBuffers(vboiId);
    GL30.glBindVertexArray(0);
    GL30.glDeleteVertexArrays(vaoId);
}

From source file:cuchaz.jfxgl.prism.TexturedQuad.java

License:Open Source License

public void cleanup() {
    GL30.glDeleteVertexArrays(vaoId);
    GL15.glDeleteBuffers(vboId);
    GL15.glDeleteBuffers(iboId);
    // NOTE: don't cleanup the shader
}

From source file:Data.Building.java

License:Apache License

@Override
public void destroy() {
    // Disable the VBO index from the VAO attributes list
    GL20.glDisableVertexAttribArray(0);//from  w  w w  .j  a  va 2  s.  co m

    // Delete the VBO
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
    GL15.glDeleteBuffers(vboId);

    // Delete the VAO
    GL30.glBindVertexArray(0);
    GL30.glDeleteVertexArrays(vaoId);
}

From source file:dataAccess.lwjgl.VAO_Loader.java

/**
 * Cleans the memory of all VAO's and VBO's.
 *//*  w w  w  .  j a  va  2s.c  o  m*/
public static void cleanUp() {
    vaos.forEach(x -> GL30.glDeleteVertexArrays(x));
    vbos.forEach(x -> GL15.glDeleteBuffers(x));
    textureMap.values().forEach(x -> GL11.glDeleteTextures(x));
}

From source file:eu.over9000.veya.rendering.ChunkVAO.java

License:Open Source License

public void dispose() {

    if (holdsSolid) {

        GL30.glDeleteVertexArrays(this.vao_handle_solid);
        GL15.glDeleteBuffers(this.ibo_handle_solid);
        GL15.glDeleteBuffers(this.vbo_handle_solid);

        this.vao_handle_solid = -1;
        this.vbo_handle_solid = -1;
        this.ibo_handle_solid = -1;
    }/*from  w  w  w  .java  2  s.c o  m*/

    if (holdsTransparent) {
        GL30.glDeleteVertexArrays(this.vao_handle_transparent);
        GL15.glDeleteBuffers(this.ibo_handle_transparent);
        GL15.glDeleteBuffers(this.vbo_handle_transparent);

        this.vao_handle_transparent = -1;
        this.vbo_handle_transparent = -1;
        this.ibo_handle_transparent = -1;
    }

}

From source file:fr.ign.cogit.geoxygene.appli.gl.GLBezierShadingComplex.java

License:Open Source License

@Override
public void invalidateBuffers() {
    if (this.vboIndicesId >= 0) {
        GL15.glDeleteBuffers(this.vboIndicesId);
        this.indicesBuffer = null;
        this.vboIndicesId = -1;
    }/*from   ww w  . j  av  a 2  s .  c  o  m*/
    if (this.vboVerticesId >= 0) {
        GL15.glDeleteBuffers(this.vboVerticesId);
        this.verticesBuffer = null;
        this.vboVerticesId = -1;
    }
    if (this.vaoId >= 0) {
        GL30.glDeleteVertexArrays(this.vaoId);
        this.vaoId = -1;
    }
}

From source file:gui.lwjgl.GUIElementLoader.java

private static void destroyVAO(int vaoID) {
    GL30.glDeleteVertexArrays(vaoID);
}

From source file:gui.lwjgl.GUIElementLoader.java

/**
 * Cleans the memory of all VAO's and VBO's.
 *///from w  ww. j a  va 2s.  c  o  m
public static void cleanUp() {
    vaos.forEach(x -> GL30.glDeleteVertexArrays(x));
    vbos.forEach(x -> GL15.glDeleteBuffers(x));
    textures.values().forEach(x -> GL11.glDeleteTextures(x.getTextureID()));
}

From source file:io.root.gfx.glutils.GL.java

License:Apache License

public static void glDeleteVertexArrays(int n, int[] arrays, int offset) {
    for (int i = offset; i < offset + n; i++) {
        GL30.glDeleteVertexArrays(arrays[i]);
    }//  www  .j av a  2s.  c  om
}