public Void call() throws Exception { getRenderer().getTextureUtils().deleteTextureIds(idMap.get(contextRef)); return null; } });
/** * Handle detecting and scheduling cleanup of OpenGL assets. This method will place delete calls on the task queue * of appropriate RenderContexts when an asset such as a Texture is determined to no longer be reachable by Java. * * @param renderer * an optional Renderer to use for immediate cleanup when the asset is owned by the current context. In * general this is best used in single context applications, and null is a perfectly acceptable value. */ public static void doRuntimeCleanup(final Renderer renderer) { TextureManager.cleanExpiredTextures(renderer.getTextureUtils(), null); AbstractBufferData.cleanExpiredVBOs(renderer.getShaderUtils()); }
renderer.getTextureUtils().updateTexture3DSubImage(textureClipmap, 0, 0, unit, textureSize, textureSize, 1, imageDestination, 0, 0, 0, textureSize, textureSize); } else if (diffX != 0 && diffY != 0) { renderer.getTextureUtils().updateTexture3DSubImage(textureClipmap, dX1, 0, unit, width1, textureSize, 1, imageDestination, dX1, 0, 0, textureSize, textureSize); renderer.getTextureUtils().updateTexture3DSubImage(textureClipmap, dX1, 0, unit, width1, textureSize, 1, imageDestination, dX1, 0, 0, textureSize, textureSize); } else { imageDestination.rewind(); renderer.getTextureUtils().updateTexture3DSubImage(textureClipmap, dX, 0, unit, width, textureSize, 1, imageDestination, dX, 0, 0, textureSize, textureSize); renderer.getTextureUtils().updateTexture3DSubImage(textureClipmap, 0, dY1, unit, textureSize, height1, 1, imageDestination, 0, dY1, 0, textureSize, textureSize); renderer.getTextureUtils().updateTexture3DSubImage(textureClipmap, 0, dY1, unit, textureSize, height1, 1, imageDestination, 0, dY1, 0, textureSize, textureSize); } else { imageDestination.rewind(); renderer.getTextureUtils().updateTexture3DSubImage(textureClipmap, 0, dY, unit, textureSize, height, 1, imageDestination, 0, dY, 0, textureSize, textureSize); renderer.getTextureUtils().updateTexture3DSubImage(textureClipmap, dX1, 0, unit, width1, textureSize, 1, imageDestination, dX1, 0, 0, textureSize, textureSize); renderer.getTextureUtils().updateTexture3DSubImage(textureClipmap, dX1, 0, unit, width1, textureSize, 1, imageDestination, dX1, 0, 0, textureSize, textureSize);
/** * Handle cleanup of all open OpenGL assets. This method is meant to be used on application shutdown. * * @param renderer * an optional Renderer to use for immediate cleanup when the asset is owned by the current context. In * general this is best used in single context applications, and null is a perfectly acceptable value. * However, if there is more than one context or null was passed, you must have all of the contexts * process at least one more (empty) frame to allow for the final gl calls to be processed. */ public static void doFinalCleanup(final Renderer renderer) { TextureManager.cleanAllTextures(renderer.getTextureUtils(), null); AbstractBufferData.cleanAllBuffers(renderer.getShaderUtils()); MeshData.cleanAllVertexArrays(renderer.getShaderUtils()); } }
renderer.getTextureUtils().updateTexture3DSubImage(textureClipmap, 0, 0, unit, textureSize, textureSize, 1, imageDestination, 0, 0, 0, textureSize, textureSize);
_canvasRenderer.getRenderer().getTextureUtils().deleteTexture(_fboTexture);