public void cleanForContext(final RenderContext renderContext) { TextureManager.cleanAllTextures(null, renderContext, null); } });
/** * Delete all textures from card. This will gather all texture ids believed to be on the card and try to delete * them. If a deleter is passed in, textures that are part of the currently active context (if one is active) will * be deleted immediately. If a deleter is not passed in, we do not have an active context, or we encounter textures * that are not part of the current context, then we will queue those textures to be deleted later using the * GameTaskQueueManager. * * @param utils * if not null, this will be used to immediately delete any textures in the currently active context. All * other textures will be queued to delete in their own contexts. */ public static void cleanAllTextures(final ITextureUtils utils) { cleanAllTextures(utils, null); }
public void cleanForContext(final RenderContext renderContext) { TextureManager.cleanAllTextures(null, renderContext, null); } });
/** * Delete all textures from card. This will gather all texture ids believed to be on the card and try to delete * them. If a deleter is passed in, textures that are part of the currently active context (if one is active) will * be deleted immediately. If a deleter is not passed in, we do not have an active context, or we encounter textures * that are not part of the current context, then we will queue those textures to be deleted later using the * GameTaskQueueManager. * * @param deleter * if not null, this renderer will be used to immediately delete any textures in the currently active * context. All other textures will be queued to delete in their own contexts. */ public static void cleanAllTextures(final Renderer deleter) { cleanAllTextures(deleter, null); }
/** * Handle cleanup of all open OpenGL assets. This method is meant to be used on application shutdown. * * @param immediateDelete * 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 immediateDelete) { TextureManager.cleanAllTextures(immediateDelete, null); AbstractBufferData.cleanAllVBOs(immediateDelete); DisplayListDelegate.cleanAllDisplayLists(immediateDelete); } }
/** * 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()); } }