@Override public void dispose () { mesh.dispose(); } }
@Override protected void allocParticlesData (int capacity) { vertices = new float[capacity * CPU_VERTEX_SIZE]; if (renderable.meshPart.mesh != null) renderable.meshPart.mesh.dispose(); renderable.meshPart.mesh = new Mesh(false, capacity, 0, CPU_ATTRIBUTES); }
/** Releases all resources held by this SpriteCache. */ public void dispose () { mesh.dispose(); if (shader != null) shader.dispose(); }
@Override public void dispose () { mesh.dispose(); if (ownsShader && shader != null) shader.dispose(); }
/** Frees up memory by dropping the buffer and underlying resources. If the batch is needed again after disposing it can be * {@link #initialize(int) initialized} again. */ public void dispose () { clear(); vertices = null; mesh.dispose(); } }
@Override public void dispose () { terrain.dispose(); shaderProgram.dispose(); } }
@Override public void dispose () { mesh.dispose(); if (ownsShader && shader != null) shader.dispose(); }
/** Releases all resources held by this SpriteCache. */ public void dispose () { mesh.dispose(); if (shader != null) shader.dispose(); }
@Override public void dispose () { mesh.dispose(); if (ownsShader && shader != null) shader.dispose(); }
@Override public void dispose () { mesh.dispose(); texture.dispose(); shader.dispose(); } }
@Override public void dispose () { texture.dispose(); texture2.dispose(); shader.dispose(); mesh.dispose(); } }
private void clearRenderablesPool () { renderablePool.freeAll(renderables); for (int i = 0, free = renderablePool.getFree(); i < free; ++i) { Renderable renderable = renderablePool.obtain(); renderable.meshPart.mesh.dispose(); } renderables.clear(); }
private void clearRenderablesPool () { renderablePool.freeAll(renderables); for (int i = 0, free = renderablePool.getFree(); i < free; ++i) { Renderable renderable = renderablePool.obtain(); renderable.meshPart.mesh.dispose(); } renderables.clear(); }
@Override public void dispose () { shader.dispose(); textureHW.dispose(); textureSW.dispose(); mesh.dispose(); ui.dispose(); skin.dispose(); } }
@Override public void dispose () { frameBuffer.dispose(); batch.dispose(); cannon.model.dispose(); floorInstance.model.dispose(); for (Light light : lights) { light.lightInstance.model.dispose(); } mrtSceneShader.dispose(); quad.dispose(); }