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(); } }
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(); } }
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(); } }
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(); } }
public void cleanUp() { glDisableVertexAttribArray(0); // Delete the VBOs glBindBuffer(GL_ARRAY_BUFFER, 0); for (int vboId : vboIdList) { glDeleteBuffers(vboId); } // Delete the texture texture.cleanup(); // Delete the VAO glBindVertexArray(0); glDeleteVertexArrays(vaoId); } }
public void cleanUp() { glDisableVertexAttribArray(0); // Delete the VBOs glBindBuffer(GL_ARRAY_BUFFER, 0); for (int vboId : vboIdList) { glDeleteBuffers(vboId); } // Delete the texture texture.cleanup(); // Delete the VAO glBindVertexArray(0); glDeleteVertexArrays(vaoId); } }
public void cleanUp() { glDisableVertexAttribArray(0); // Delete the VBOs glBindBuffer(GL_ARRAY_BUFFER, 0); for (int vboId : vboIdList) { glDeleteBuffers(vboId); } // Delete the texture Texture texture = material.getTexture(); if (texture != null) { texture.cleanup(); } // Delete the VAO glBindVertexArray(0); glDeleteVertexArrays(vaoId); }
public void cleanUp() { glDisableVertexAttribArray(0); // Delete the VBOs glBindBuffer(GL_ARRAY_BUFFER, 0); for (int vboId : vboIdList) { glDeleteBuffers(vboId); } // Delete the texture Texture texture = material.getTexture(); if (texture != null) { texture.cleanup(); } // Delete the VAO glBindVertexArray(0); glDeleteVertexArrays(vaoId); }