public void glDeleteTextures (int n, IntBuffer textures) { GL11.glDeleteTextures(textures); }
@Override public void glDeleteTexture (int texture) { GL11.glDeleteTextures(texture); }
@Override public void glDeleteTexture (int texture) { GL11.glDeleteTextures(texture); }
@Override public void glDeleteTexture (int texture) { GL11.glDeleteTextures(texture); }
@Override public void glDeleteTexture (int texture) { GL11.glDeleteTextures(texture); }
public void glDeleteTextures (int n, IntBuffer textures) { GL11.glDeleteTextures(textures); }
public void glDeleteTextures (int n, IntBuffer textures) { GL11.glDeleteTextures(textures); }
public void glDeleteTextures (int n, IntBuffer textures) { GL11.glDeleteTextures(textures); }
/** * Properly disposes of the underlying FrameBuffer and its attachments, * effectively freeing memory on the graphic adapter. */ public void dispose() { glDeleteFramebuffersEXT(fboId); glDeleteRenderbuffersEXT(depthStencilRboId); GL11.glDeleteTextures(normalsBufferTextureId); GL11.glDeleteTextures(depthStencilTextureId); GL11.glDeleteTextures(colorBufferTextureId); status = Status.DISPOSED; }
@Override public void glDeleteTextures(final IntBuffer textures) { checkLimit(textures); GL11.glDeleteTextures(textures); }
public void disposeTexture(int id) { asynchToDisplayThread(() -> glDeleteTextures(id)); } }
public void glDeleteTextures(IntBuffer param1) { checkLimit(param1); GL11.glDeleteTextures(param1); }
glDeleteTextures(fbo.colorBufferTextureId); createColorBuffer(fbo, dimensions, type); glDeleteTextures(fbo.normalsBufferTextureId); createNormalsBuffer(fbo, dimensions); glDeleteTextures(fbo.lightBufferTextureId); createLightBuffer(fbo, dimensions, type); glDeleteTextures(fbo.depthStencilTextureId); glDeleteRenderbuffersEXT(fbo.depthStencilRboId); createDepthBuffer(fbo, dimensions, useStencilBuffer);
public void cleanup() { glDeleteTextures(id); } }
public void cleanup() { glDeleteTextures(id); } }
public void cleanup() { glDeleteTextures(id); } }
public void cleanup() { for (int id : ids) { glDeleteTextures(id); } } }
public void cleanup() { for (int id : ids) { glDeleteTextures(id); } } }
public void cleanup() { glDeleteFramebuffers(bufferId); glDeleteTextures(textureId); } }
@Override public void dispose() { GL11.glDeleteTextures(textureId); checkGLError(); }