protected override void OnUnload(EventArgs e) { Object.Dispose(); // Clean up what we allocated before exiting if (ColorTexture != 0) { GL.DeleteTextures(1, ref ColorTexture); } if (DepthTexture != 0) { GL.DeleteTextures(1, ref DepthTexture); } if (FBOHandle != 0) { GL.Ext.DeleteFramebuffers(1, ref FBOHandle); } }
protected override void OnUnload(EventArgs e) { base.OnUnload(e); Object.Dispose(); }