protected override void OnUnload() { GL.BindBuffer(BufferTarget.ArrayBuffer, 0); GL.BindVertexArray(0); GL.UseProgram(0); // Delete all the resources. GL.DeleteBuffer(VertexBufferObject); GL.DeleteVertexArray(VertexArrayObject); GL.DeleteProgram(Shader.Handle); base.OnUnload(); }
public static void cleanUp() { foreach (var item in VAOs) { deleteVAO(item); } for (int i = 0; i < VBOs.Count; i++) { GL.DeleteBuffer(VBOs[i]); } foreach (var item in textures) { GL.DeleteTexture(item); } GL.DeleteTexture(TextureManager.blockTextureAtlasID); }