public void cleanUp() { stop(); GL.DetachShader(ProgramID, VertexShaderID); GL.DetachShader(ProgramID, FragmentShaderID); GL.DeleteShader(VertexShaderID); GL.DeleteShader(FragmentShaderID); GL.DeleteProgram(ProgramID); }
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(); }