Example #1
0
 protected virtual void Dispose(bool disposing)
 {
     if (ID != 0)
     {
         Gl.DeleteBuffer(ID);
         ID = 0;
     }
 }
Example #2
0
 /// <summary>
 /// Deletes this buffer from GPU memory.
 /// </summary>
 public void Dispose()
 {
     if (vboID != 0)
     {
         Gl.DeleteBuffer(vboID);
         vboID = 0;
     }
 }
Example #3
0
        /// <summary>
        /// Deletes the vertex array from the GPU and will also dispose of any child VBOs if (DisposeChildren == true).
        /// </summary>
        public void Dispose()
        {
            // first try to dispose of the vertex array
            if (vaoID != 0)
            {
                Gl.DeleteVertexArrays(1, new uint[] { vaoID });

                vaoID = 0;
            }

            // children must be disposed of separately since OpenGL 2.1 will not have a vertex array
            if (DisposeChildren)
            {
                for (int i = 0; i < vbos.Length; i++)
                {
                    Gl.DeleteBuffer(vbos[i].vboID);
                }
            }
        }
Example #4
0
        protected virtual void Dispose(bool disposing)
        {
            // first try to dispose of the vertex array
            if (vaoID != 0)
            {
                Gl.DeleteVertexArrays(1, new uint[] { vaoID });

                vaoID = 0;
            }

            // children must be disposed of separately since OpenGL 2.1 will not have a vertex array
            if (DisposeChildren)
            {
                for (int i = 0; i < vbos.Length; i++)
                {
                    if (vbos[i].bufferTarget == BufferTarget.ElementArrayBuffer && !DisposeElementArray)
                    {
                        continue;
                    }
                    Gl.DeleteBuffer(vbos[i].vboID);
                }
            }
        }