public override void Dispose()
        {
            TickSystem.RemoveRenderItemT(this);

            GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
            GL.BindVertexArray(0);

            GL.BindVertexArray(0);
            GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
            GL.DisableVertexAttribArray(0);

            GL.BindVertexArray(0);
            GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
            GL.DisableVertexAttribArray(1);

            GL.BindVertexArray(0);
            GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
            GL.DisableVertexAttribArray(2);

            GL.BindVertexArray(0);
            GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
            GL.DisableVertexAttribArray(3);

            GL.DeleteBuffer(IBO);

            GL.DeleteBuffer(vbo);
            GL.DeleteBuffer(dbo);
            GL.DeleteBuffer(tbo);
            GL.DeleteBuffer(nbo);

            GL.DeleteVertexArray(VAO);
            base.Dispose();
        }
Beispiel #2
0
        public override void Dispose()
        {
            if (isReady)
            {
                /* _mesh.Clear();
                 * _mesh = null;
                 *
                 * _shader = null;
                 *
                 * _WaterOnetexture = null;
                 * _WaterTwotexture = null;*/

                TickSystem.RemoveRenderItemT(this);

                GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
                GL.BindVertexArray(0);

                GL.BindVertexArray(0);
                GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
                GL.DisableVertexAttribArray(0);

                GL.BindVertexArray(0);
                GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
                GL.DisableVertexAttribArray(1);

                GL.BindVertexArray(0);
                GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
                GL.DisableVertexAttribArray(2);

                GL.DeleteBuffer(IBO);

                GL.DeleteBuffer(vbo);
                GL.DeleteBuffer(dbo);
                GL.DeleteBuffer(tbo);
                GL.DeleteBuffer(nbo);

                GL.DeleteVertexArray(VAO);
            }
            base.Dispose();
        }