Java Code Examples for org.lwjgl.opengl.GL15#glDeleteBuffers()
The following examples show how to use
org.lwjgl.opengl.GL15#glDeleteBuffers() .
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Example 1
Source File: GL33Helper.java From ldparteditor with MIT License | 7 votes |
public static void drawLinesRGB_GeneralSlow(float[] vertices) { int VBO_general = GL15.glGenBuffers(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, VBO_general); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, vertices, GL15.GL_STREAM_DRAW); GL20.glEnableVertexAttribArray(POSITION_SHADER_LOCATION); GL20.glVertexAttribPointer(POSITION_SHADER_LOCATION, 3, GL11.GL_FLOAT, false, RGB_STRIDE, 0); GL20.glEnableVertexAttribArray(COLOUR_SHADER_LOCATION); GL20.glVertexAttribPointer(COLOUR_SHADER_LOCATION, 3, GL11.GL_FLOAT, false, RGB_STRIDE, 12); // 3 * 4 GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL11.glDrawArrays(GL11.GL_LINES, 0, vertices.length); GL15.glDeleteBuffers(VBO_general); }
Example 2
Source File: GL33ModelRenderer.java From ldparteditor with MIT License | 6 votes |
public void dispose() { isRunning.set(false); GL30.glDeleteVertexArrays(vao); GL15.glDeleteBuffers(vbo); GL30.glDeleteVertexArrays(vaoVertices); GL15.glDeleteBuffers(vboVertices); GL30.glDeleteVertexArrays(vaoLines); GL15.glDeleteBuffers(vboLines); GL30.glDeleteVertexArrays(vaoTempLines); GL15.glDeleteBuffers(vboTempLines); GL30.glDeleteVertexArrays(vaoSelectionLines); GL15.glDeleteBuffers(vboSelectionLines); GL30.glDeleteVertexArrays(vaoCondlines); GL15.glDeleteBuffers(vboCondlines); GL30.glDeleteVertexArrays(vaoCSG); GL15.glDeleteBuffers(vboCSG); GL30.glDeleteVertexArrays(vaoStudLogo1); GL15.glDeleteBuffers(vboStudLogo1); GL30.glDeleteVertexArrays(vaoStudLogo2); GL15.glDeleteBuffers(vboStudLogo2); }
Example 3
Source File: GL33Helper.java From ldparteditor with MIT License | 6 votes |
public static void drawTriangleVAO_GeneralSlow(float[] vertices) { int VAO_general = GL30.glGenVertexArrays(); int VBO_general = GL15.glGenBuffers(); GL30.glBindVertexArray(VAO_general); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, VBO_general); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, vertices, GL15.GL_STREAM_DRAW); GL20.glEnableVertexAttribArray(POSITION_SHADER_LOCATION); GL20.glVertexAttribPointer(POSITION_SHADER_LOCATION, 3, GL11.GL_FLOAT, false, 12, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, 3); GL30.glBindVertexArray(0); GL30.glDeleteVertexArrays(VAO_general); GL15.glDeleteBuffers(VBO_general); }
Example 4
Source File: GL33Helper.java From ldparteditor with MIT License | 6 votes |
public static void drawTrianglesIndexedRGB_GeneralSlow(float[] vertices, int[] indices) { int VBO_general = GL15.glGenBuffers(); int EBO_general = GL15.glGenBuffers(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, VBO_general); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, vertices, GL15.GL_STREAM_DRAW); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, EBO_general); GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, indices, GL15.GL_STREAM_DRAW); GL20.glEnableVertexAttribArray(POSITION_SHADER_LOCATION); GL20.glVertexAttribPointer(POSITION_SHADER_LOCATION, 3, GL11.GL_FLOAT, false, RGB_STRIDE, 0); GL20.glEnableVertexAttribArray(COLOUR_SHADER_LOCATION); GL20.glVertexAttribPointer(COLOUR_SHADER_LOCATION, 3, GL11.GL_FLOAT, false, RGB_STRIDE, 12); // 3 * 4 GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL11.glDrawElements(GL11.GL_TRIANGLES, indices.length, GL11.GL_UNSIGNED_INT, 0); GL15.glDeleteBuffers(VBO_general); GL15.glDeleteBuffers(EBO_general); }
Example 5
Source File: Rendertarget.java From opsu-dance with GNU General Public License v3.0 | 5 votes |
/** * Destroy the OpenGL objects associated with this Rendertarget. Do not try * to use this rendertarget with OpenGL after calling this method. */ public void destroyRTT() { EXTFramebufferObject.glDeleteFramebuffersEXT(fboID); EXTFramebufferObject.glDeleteRenderbuffersEXT(depthBufferID); GL11.glDeleteTextures(textureID); GL15.glDeleteBuffers(vboID); }
Example 6
Source File: OpenGL3_TheQuadTextured.java From ldparteditor with MIT License | 5 votes |
private void destroyOpenGL() { // Delete the texture GL11.glDeleteTextures(texIds[0]); GL11.glDeleteTextures(texIds[1]); // Delete the shaders GL20.glUseProgram(0); GL20.glDetachShader(pId, vsId); GL20.glDetachShader(pId, fsId); GL20.glDeleteShader(vsId); GL20.glDeleteShader(fsId); GL20.glDeleteProgram(pId); // Select the VAO GL30.glBindVertexArray(vaoId); // Disable the VBO index from the VAO attributes list GL20.glDisableVertexAttribArray(0); GL20.glDisableVertexAttribArray(1); // Delete the vertex VBO GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL15.glDeleteBuffers(vboId); // Delete the index VBO GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); GL15.glDeleteBuffers(vboiId); // Delete the VAO GL30.glBindVertexArray(0); GL30.glDeleteVertexArrays(vaoId); this.exitOnGLError("destroyOpenGL"); Display.destroy(); }
Example 7
Source File: vboWithRGBA.java From ldparteditor with MIT License | 5 votes |
@Override public void dispose() { // Properly de-allocate all resources once they've outlived their purpose shaderProgram.dispose(); GL30.glDeleteVertexArrays(VAO); GL15.glDeleteBuffers(VBO); }
Example 8
Source File: vboWithIndices.java From ldparteditor with MIT License | 5 votes |
@Override public void dispose() { // Properly de-allocate all resources once they've outlived their purpose shaderProgram.dispose(); GL30.glDeleteVertexArrays(VAO); GL15.glDeleteBuffers(VBO); GL15.glDeleteBuffers(EBO); isRendering.set(false); }
Example 9
Source File: Rendertarget.java From opsu with GNU General Public License v3.0 | 5 votes |
/** * Destroy the OpenGL objects associated with this Rendertarget. Do not try * to use this rendertarget with OpenGL after calling this method. */ public void destroyRTT() { EXTFramebufferObject.glDeleteFramebuffersEXT(fboID); EXTFramebufferObject.glDeleteRenderbuffersEXT(depthBufferID); GL11.glDeleteTextures(textureID); GL15.glDeleteBuffers(vboID); }
Example 10
Source File: GL33ModelRendererLDrawStandard.java From ldparteditor with MIT License | 5 votes |
public void dispose() { isRunning.set(false); GL30.glDeleteVertexArrays(vao); GL15.glDeleteBuffers(vbo); GL30.glDeleteVertexArrays(vaoLines); GL15.glDeleteBuffers(vboLines); GL30.glDeleteVertexArrays(vaoCondlines); GL15.glDeleteBuffers(vboCondlines); GL30.glDeleteVertexArrays(vaoStudLogo1); GL15.glDeleteBuffers(vboStudLogo1); GL30.glDeleteVertexArrays(vaoStudLogo2); GL15.glDeleteBuffers(vboStudLogo2); }
Example 11
Source File: GL33HelperPrimitives.java From ldparteditor with MIT License | 5 votes |
public static void destroyVBO_PrimitiveArea() { GL15.glDeleteBuffers(VBO_triangle); GL15.glDeleteBuffers(EBO_triangle); GL15.glDeleteBuffers(VBO_quad); GL15.glDeleteBuffers(EBO_quad); GL15.glDeleteBuffers(VBO_line); }
Example 12
Source File: GL33Helper.java From ldparteditor with MIT License | 5 votes |
public static void drawTrianglesIndexedTextured_GeneralSlow(float[] vertices, int[] indices) { int VAO_general = GL30.glGenVertexArrays(); int VBO_general = GL15.glGenBuffers(); int EBO_general = GL15.glGenBuffers(); GL30.glBindVertexArray(VAO_general); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, VBO_general); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, vertices, GL15.GL_STATIC_DRAW); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, EBO_general); GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, indices, GL15.GL_STATIC_DRAW); GL20.glEnableVertexAttribArray(POSITION_SHADER_LOCATION); GL20.glVertexAttribPointer(POSITION_SHADER_LOCATION, 3, GL11.GL_FLOAT, false, RGB_UV_STRIDE, 0); GL20.glEnableVertexAttribArray(TEX_NORMAL_SHADER_LOCATION); GL20.glVertexAttribPointer(TEX_NORMAL_SHADER_LOCATION, 3, GL11.GL_FLOAT, false, RGB_UV_STRIDE, 12); // 3 * 4 GL20.glEnableVertexAttribArray(TEX_COLOUR_SHADER_LOCATION); GL20.glVertexAttribPointer(TEX_COLOUR_SHADER_LOCATION, 4, GL11.GL_FLOAT, false, RGB_UV_STRIDE, 24); GL20.glEnableVertexAttribArray(UV_SHADER_LOCATION); GL20.glVertexAttribPointer(UV_SHADER_LOCATION, 2, GL11.GL_FLOAT, false, RGB_UV_STRIDE, 40); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL11.glDrawElements(GL11.GL_TRIANGLES, indices.length, GL11.GL_UNSIGNED_INT, 0); GL30.glBindVertexArray(0); GL30.glDeleteVertexArrays(VAO_general); GL15.glDeleteBuffers(VBO_general); GL15.glDeleteBuffers(EBO_general); }
Example 13
Source File: GL33Helper.java From ldparteditor with MIT License | 5 votes |
public static void drawTriangle_GeneralSlow(float[] vertices) { int VBO_general = GL15.glGenBuffers(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, VBO_general); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, vertices, GL15.GL_STREAM_DRAW); GL20.glEnableVertexAttribArray(POSITION_SHADER_LOCATION); GL20.glVertexAttribPointer(POSITION_SHADER_LOCATION, 3, GL11.GL_FLOAT, false, 12, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, 3); GL15.glDeleteBuffers(VBO_general); }
Example 14
Source File: BufferHelper.java From OpenModsLib with MIT License | 4 votes |
@Override public void glDeleteBuffers(int buffer) { GL15.glDeleteBuffers(buffer); }
Example 15
Source File: TexturedQuad.java From LWJGUI with MIT License | 4 votes |
public void cleanup() { GL30.glDeleteVertexArrays(vaoId); GL15.glDeleteBuffers(vboId); // NOTE: don't cleanup the shader }
Example 16
Source File: CurveRenderState.java From opsu with GNU General Public License v3.0 | 4 votes |
/** * Discard the geometry for this curve object. */ public void discardGeometry() { GL15.glDeleteBuffers(vboID); vboID = -1; }
Example 17
Source File: GL33Helper.java From ldparteditor with MIT License | 4 votes |
public void destroyVBO() { GL15.glDeleteBuffers(VBO_general); GL15.glDeleteBuffers(EBO_general); }
Example 18
Source File: Vbo.java From OpenGL-Animation with The Unlicense | 4 votes |
public void delete(){ GL15.glDeleteBuffers(vboId); }
Example 19
Source File: Vbo.java From LowPolyWater with The Unlicense | 4 votes |
public void delete(){ GL15.glDeleteBuffers(vboId); }
Example 20
Source File: GearGL33.java From ldparteditor with MIT License | 3 votes |
public void draw(GLMatrixStack stack, GLShader shader, float x, float y, float z, float r, float g, float b) { final GLShader backup = stack.getShader(); stack.setShader(shader); shader.use(); stack.glPushMatrix(); stack.glLoadIdentity(); stack.glTranslatef(x, y, z); final int colour = shader.getUniformLocation("color"); //$NON-NLS-1$ GL20.glUniform3f(colour, r, g, b); final int VBO = GL15.glGenBuffers(); final int EBO = GL15.glGenBuffers(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, VBO); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, bvertices, GL15.GL_STREAM_DRAW); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, EBO); GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, bindices, GL15.GL_STREAM_DRAW); GL20.glEnableVertexAttribArray(0); GL20.glVertexAttribPointer(0, 3, GL11.GL_FLOAT, false, 12, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL11.glDrawElements(GL11.GL_TRIANGLES, bindices.capacity(), GL11.GL_UNSIGNED_INT, 0); GL15.glDeleteBuffers(VBO); GL15.glDeleteBuffers(EBO); stack.setShader(backup); backup.use(); stack.glPopMatrix(); }