@Override public void glDeleteFramebuffer (int framebuffer) { GL30.glDeleteFramebuffers(framebuffer); }
@Override public void glDeleteFramebuffers (int n, IntBuffer framebuffers) { GL30.glDeleteFramebuffers(framebuffers); }
@Override public void glDeleteFramebuffer (int framebuffer) { GL30.glDeleteFramebuffers(framebuffer); }
@Override public void glDeleteFramebuffers (int n, IntBuffer framebuffers) { GL30.glDeleteFramebuffers(framebuffers); }
@Override public void glDeleteFramebuffer (int framebuffer) { GL30.glDeleteFramebuffers(framebuffer); }
@Override public void glDeleteFramebuffer (int framebuffer) { GL30.glDeleteFramebuffers(framebuffer); }
@Override public void glDeleteFramebuffers (int n, IntBuffer framebuffers) { GL30.glDeleteFramebuffers(framebuffers); }
@Override public void glDeleteFramebuffers (int n, IntBuffer framebuffers) { GL30.glDeleteFramebuffers(framebuffers); }
public void dispose() { // texture assets are disposed automatically GL30.glDeleteFramebuffers(frame); }
@Override public void glDeleteFramebuffersEXT(final IntBuffer frameBuffers) { checkLimit(frameBuffers); GL30.glDeleteFramebuffers(frameBuffers); }
@Override public void glDeleteFramebuffersEXT(IntBuffer param1) { checkLimit(param1); GL30.glDeleteFramebuffers(param1); }
public void cleanup() { glDeleteFramebuffers(depthMapFBO); depthMap.cleanup(); } }
public void cleanup() { glDeleteFramebuffers(depthMapFBO); depthMap.cleanup(); } }
public void cleanup() { glDeleteFramebuffers(depthMapFBO); depthMap.cleanup(); } }
public void cleanup() { glDeleteFramebuffers(depthMapFBO); depthMap.cleanup(); } }
@Override public void glDeleteFramebuffersEXT(IntBuffer param1) { checkLimit(param1); GL30.glDeleteFramebuffers(param1); }
public void cleanup() { glDeleteFramebuffers(depthMapFBO); depthMap.cleanup(); } }
public void cleanup() { glDeleteFramebuffers(depthMapFBO); depthMap.cleanup(); } }
public void cleanUp() { glDeleteFramebuffers(gBufferId); if (textureIds != null) { for (int i=0; i<TOTAL_TEXTURES; i++) { glDeleteTextures(textureIds[i]); } } } }
public void cleanup() { glDeleteFramebuffers(depthMapFBO); depthMap.cleanup(); } }