@Override public void dispose () { if (shader != null) shader.dispose(); } }
public void setShader (ShaderProgram shader) { if (ownsShader) this.shader.dispose(); this.shader = shader; ownsShader = false; }
@Override public void dispose () { shaderProgram.dispose(); } }
public void setShader (ShaderProgram shader) { if (ownsShader) this.shader.dispose(); this.shader = shader; ownsShader = false; }
@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(); 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 () { super.dispose(); program.dispose(); } }
@Override public void dispose () { program.dispose(); super.dispose(); }
@Override public void dispose () { batch.dispose(); shader.dispose(); texture.dispose(); } }
@Override public void dispose() { texture.dispose(); batch.dispose(); shaderProgram.dispose(); } }
@Override public void dispose () { oldVBOWithVAOMesh.dispose(); newVBOWithVAOMesh.dispose(); texture.dispose(); shader.dispose(); }
@Override public void dispose () { batchShader.dispose(); scene.dispose(); fbo.dispose(); batch.dispose(); }
@Override public void dispose () { texture.dispose(); texture2.dispose(); shader.dispose(); mesh.dispose(); } }
@Override public void dispose () { texture.dispose(); plane.dispose(); projTexShader.dispose(); ui.dispose(); skin.dispose(); // renderer.dispose(); } }
@Override public void dispose () { shader.dispose(); textureHW.dispose(); textureSW.dispose(); mesh.dispose(); ui.dispose(); skin.dispose(); } }
@Override public void dispose () { mesh.dispose(); texture.dispose(); frameBuffer.dispose(); stencilFrameBuffer.dispose(); stencilMesh.dispose(); spriteBatch.dispose(); meshShader.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(); }