Java Code Examples for org.lwjgl.opengl.GL30#glDeleteVertexArrays()
The following examples show how to use
org.lwjgl.opengl.GL30#glDeleteVertexArrays() .
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Example 1
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 2
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 3
Source File: Vao.java From LowPolyWater with The Unlicense | 5 votes |
public void delete(boolean deleteVbos) { GL30.glDeleteVertexArrays(id); if (deleteVbos) { for (Vbo vbo : relatedVbos) { vbo.delete(); } } }
Example 4
Source File: Vao.java From OpenGL-Animation with The Unlicense | 5 votes |
public void delete() { GL30.glDeleteVertexArrays(id); for(Vbo vbo : dataVbos){ vbo.delete(); } indexVbo.delete(); }
Example 5
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 6
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 7
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 8
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 9
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 10
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 }