private static void DeleteObject(int o, GLObjectType t) { switch (t) { case GLObjectType.Buffer: GL.DeleteBuffer(o); break; case GLObjectType.Fence: GL.DeleteSync((IntPtr)o); break; case GLObjectType.Framebuffer: GL.DeleteFramebuffer(o); break; case GLObjectType.Sampler: GL.DeleteSampler(o); break; case GLObjectType.Shader: GL.DeleteShader(o); break; case GLObjectType.ShaderProgram: GL.DeleteProgram(o); break; case GLObjectType.Texture: GL.DeleteTexture(o); break; case GLObjectType.VertexArray: GL.DeleteVertexArray(o); break; } }
internal static void QueueForDeletion(int o, GLObjectType t) { DeletionQueue.Enqueue(new Tuple <int, GLObjectType>(o, t)); }