Example usage for org.lwjgl.opengl ARBShaderObjects glDeleteObjectARB

List of usage examples for org.lwjgl.opengl ARBShaderObjects glDeleteObjectARB

Introduction

In this page you can find the example usage for org.lwjgl.opengl ARBShaderObjects glDeleteObjectARB.

Prototype

public static native void glDeleteObjectARB(@NativeType("GLhandleARB") int obj);

Source Link

Document

Either deletes the object, or flags it for deletion.

Usage

From source file:com.a2client.corex.Shader.java

License:Open Source License

public void finit() {
    ARBShaderObjects.glDeleteObjectARB(ID);
}

From source file:com.ardor3d.scene.state.lwjgl.LwjglShaderObjectsStateUtil.java

License:Open Source License

/** Removes the geometry shader */
private static void removeGeomShader(final GLSLShaderObjectsState state) {
    if (state._geometryShaderID != -1) {
        ARBShaderObjects.glDetachObjectARB(state._programID, state._geometryShaderID);
        ARBShaderObjects.glDeleteObjectARB(state._geometryShaderID);
    }//from w w  w .j av  a2 s.co  m
}

From source file:com.ardor3d.scene.state.lwjgl.LwjglShaderObjectsStateUtil.java

License:Open Source License

/** Removes the fragment shader */
private static void removeFragShader(final GLSLShaderObjectsState state) {
    if (state._fragmentShaderID != -1) {
        ARBShaderObjects.glDetachObjectARB(state._programID, state._fragmentShaderID);
        ARBShaderObjects.glDeleteObjectARB(state._fragmentShaderID);
    }//w  w  w.  j  ava 2s .  c  o m
}

From source file:com.ardor3d.scene.state.lwjgl.LwjglShaderObjectsStateUtil.java

License:Open Source License

/**
 * Removes the vertex shader//from   w w w .ja  va  2s .  c  o  m
 */
private static void removeVertShader(final GLSLShaderObjectsState state) {
    if (state._vertexShaderID != -1) {
        ARBShaderObjects.glDetachObjectARB(state._programID, state._vertexShaderID);
        ARBShaderObjects.glDeleteObjectARB(state._vertexShaderID);
    }
}

From source file:com.ardor3d.scene.state.lwjgl.LwjglShaderObjectsStateUtil.java

License:Open Source License

/** Removes the tessellation control shader */
private static void removeTessControlShader(final GLSLShaderObjectsState state) {
    if (state._tessellationControlShaderID != -1) {
        ARBShaderObjects.glDetachObjectARB(state._programID, state._tessellationControlShaderID);
        ARBShaderObjects.glDeleteObjectARB(state._tessellationControlShaderID);
    }/*from w ww  .j a  v  a 2s .c  o  m*/
}

From source file:com.ardor3d.scene.state.lwjgl.LwjglShaderObjectsStateUtil.java

License:Open Source License

/** Removes the tessellation evaluation shader */
private static void removeTessEvalShader(final GLSLShaderObjectsState state) {
    if (state._tessellationEvaluationShaderID != -1) {
        ARBShaderObjects.glDetachObjectARB(state._programID, state._tessellationEvaluationShaderID);
        ARBShaderObjects.glDeleteObjectARB(state._tessellationEvaluationShaderID);
    }//from   www  .  ja v a  2s  . c o  m
}

From source file:com.drazisil.opengl3demo.OpenGL3Demo.java

License:Apache License

private int createShader(String filename, int shaderType) throws Exception {
    int shader = 0;
    try {/*w  ww  .  j ava 2 s  . c o  m*/
        shader = ARBShaderObjects.glCreateShaderObjectARB(shaderType);

        if (shader == 0)
            return 0;

        ARBShaderObjects.glShaderSourceARB(shader, readFileAsString(filename));
        ARBShaderObjects.glCompileShaderARB(shader);

        if (ARBShaderObjects.glGetObjectParameteriARB(shader,
                ARBShaderObjects.GL_OBJECT_COMPILE_STATUS_ARB) == GL11.GL_FALSE)
            throw new RuntimeException("Error creating shader: " + getLogInfo(shader));

        return shader;
    } catch (Exception exc) {
        ARBShaderObjects.glDeleteObjectARB(shader);
        throw exc;
    }
}

From source file:com.github.atomicblom.nullplayerexception.client.render.ShaderHelper.java

License:Open Source License

private static int createShader(String filename, int shaderType) {
    int shader = 0;
    try {//from   ww  w. ja v a 2 s .  co  m
        shader = ARBShaderObjects.glCreateShaderObjectARB(shaderType);

        if (shader == 0)
            return 0;

        ARBShaderObjects.glShaderSourceARB(shader, readFileAsString(filename));
        ARBShaderObjects.glCompileShaderARB(shader);

        if (ARBShaderObjects.glGetObjectParameteriARB(shader,
                ARBShaderObjects.GL_OBJECT_COMPILE_STATUS_ARB) == GL11.GL_FALSE)
            throw new RuntimeException("Error creating shader: " + getLogInfo(shader));

        return shader;
    } catch (Exception e) {
        ARBShaderObjects.glDeleteObjectARB(shader);
        e.printStackTrace();
        return -1;
    }
}

From source file:com.runescape.client.revised.editor.modelviewer.Viewport.java

License:Open Source License

private int createShader(final String filename, final int shaderType) throws Exception {
    int shader = 0;
    try {/*from  www . j  a va  2  s  .com*/
        shader = ARBShaderObjects.glCreateShaderObjectARB(shaderType);

        if (shader == 0) {
            return 0;
        }

        ARBShaderObjects.glShaderSourceARB(shader, this.readFileAsString(filename));
        ARBShaderObjects.glCompileShaderARB(shader);
        if (ARBShaderObjects.glGetObjectParameteriARB(shader,
                ARBShaderObjects.GL_OBJECT_COMPILE_STATUS_ARB) == GL11.GL_FALSE) {
            throw new RuntimeException("Error creating shader: " + this.getLogInfo(shader));
        }
        return shader;
    } catch (final Exception exc) {
        ARBShaderObjects.glDeleteObjectARB(shader);
        throw exc;
    }
}

From source file:com.wuest.prefab.Structures.Render.ShaderHelper.java

License:Open Source License

private static int createShader(String filename, int shaderType) {
    int shader = 0;

    try {/* w  w w .  jav a2 s. c o m*/
        shader = ARBShaderObjects.glCreateShaderObjectARB(shaderType);

        if (shader == 0) {
            return 0;
        }

        ARBShaderObjects.glShaderSourceARB(shader, readFileAsString(filename));
        ARBShaderObjects.glCompileShaderARB(shader);

        if (ARBShaderObjects.glGetObjectParameteriARB(shader,
                ARBShaderObjects.GL_OBJECT_COMPILE_STATUS_ARB) == GL11.GL_FALSE) {
            throw new RuntimeException("Error creating shader: " + getLogInfo(shader));
        }

        return shader;
    } catch (Exception e) {
        ARBShaderObjects.glDeleteObjectARB(shader);
        e.printStackTrace();
        return -1;
    }
}