// Deinit will do the clean up for the context. func DeInit() { unloadAllVolatile() gl.DeleteTexture(gl_state.defaultTexture) gl_state.defaultTexture = gl.Texture{} gl_state.initialized = false gl.ContextWatcher.OnDetach() }
// deleteTexture will clean up the texture if it was bound before and also clean // up the open gl data. func deleteTexture(texture gl.Texture) { // glDeleteTextures binds texture 0 to all texture units the deleted texture // was bound to before deletion. for i, texid := range gl_state.boundTextures { if texid == texture { gl_state.boundTextures[i] = gl.Texture{Value: 0} } } gl.DeleteTexture(texture) }