/** * Empties the map. */ public void clear() { this._map.clear(); }
public void clear() { synchronized( mutex ) { m.clear(); } }
@Override public void run() { try { GameThread.synch(() -> { logger.debug("Disposing material {}.", urn); TIntIntIterator it = shaderPrograms.iterator(); while (it.hasNext()) { it.advance(); GL20.glDeleteProgram(it.value()); } shaderPrograms.clear(); }); } catch (InterruptedException e) { logger.error("Failed to dispose {}", urn, e); } } }
private void disposeData() { TIntIntIterator it = fragmentPrograms.iterator(); while (it.hasNext()) { it.advance(); GL20.glDeleteShader(it.value()); } fragmentPrograms.clear(); it = vertexPrograms.iterator(); while (it.hasNext()) { it.advance(); GL20.glDeleteShader(it.value()); } vertexPrograms.clear(); } }
@Override public void recompile() { TIntIntIterator it = disposalAction.shaderPrograms.iterator(); while (it.hasNext()) { it.advance(); GL20.glDeleteProgram(it.value()); } disposalAction.shaderPrograms.clear(); uniformLocationMap.clear(); bindMap.clear(); disposalAction.shaderPrograms.put(0, shader.linkShaderProgram(0)); for (Set<ShaderProgramFeature> permutation : Sets.powerSet(shader.getAvailableFeatures())) { int featureMask = ShaderProgramFeature.getBitset(permutation); disposalAction.shaderPrograms.put(featureMask, shader.linkShaderProgram(featureMask)); } //resolves #966 //Some of the uniforms are not updated constantly between frames //this function will rebind any uniforms that are not bound rebindVariables(materialData); }
/** * Empties the map. */ public void clear() { this._map.clear(); }
/** * {@inheritDoc} Note that this does not affect the object indices. */ public void reset() { indexToCount.clear(); sum = 0; }
/** * Empties the map. */ public void clear() { this._map.clear(); }
@Override public void clear() { map.clear(); } }
@Override public void clear() { map.clear(); } }
/** * {@inheritDoc} Note that this does not affect the object indices. */ public void reset() { indexToCount.clear(); sum = 0; }
/** * Empties the map. */ @Override public void clear() { this._map.clear(); }
@Override public void destroy() { map.clear(); map = null; }
@Override public void destroy() { map.clear(); map = null; }
@Override public void clear() { synchronized( mutex ) { m.clear(); } }
/** * Empties the map. */ public void clear() { this._map.clear(); }
@Override public Array<Integer> fill(Integer value, int start, int end) { final int fillValue = value == null ? defaultValue : value; if (fillValue == defaultValue) { this.values.clear(); } else { for (int i=start; i<end; ++i) { this.values.put(i, fillValue); } } return this; }
@Override public Array<T> fill(T value, int start, int end) { final int fillCode = coding.getCode(value); if (fillCode == defaultCode) { this.codes.clear(); } else { for (int i=start; i<end; ++i) { this.codes.put(i, fillCode); } } return this; }