func stop() { stopAudio() gl.DeleteProgram(program) gl.DeleteBuffer(positionbuf) gl.DeleteBuffer(pointsizebuf) }
func (e *Engine) Stop() { gl.DeleteProgram(e.shader.program) for _, buf := range e.shape.Objs { gl.DeleteBuffer(buf.coord) gl.DeleteBuffer(buf.uvcoord) gl.DeleteBuffer(buf.normal) } }
func stop() { gl.DeleteProgram(glimage.program) gl.DeleteBuffer(glimage.quadXY) gl.DeleteBuffer(glimage.quadUV) texmap.Lock() for _, t := range texmap.texs { if t.gltex.Value != 0 { gl.DeleteTexture(t.gltex) } t.gltex = gl.Texture{} } texmap.Unlock() }
func onStop() { gl.DeleteProgram(program) gl.DeleteBuffer(swasBuffer) }
func (e *Engine) Stop() { gl.DeleteProgram(e.shader.program) gl.DeleteBuffer(e.shape.buf) }
func (e *Engine) Stop() { gl.DeleteProgram(e.shader.program) for _, buf := range e.shape.bufs { gl.DeleteBuffer(buf.coord) } }
func onStop() { gl.DeleteProgram(program) gl.DeleteBuffer(buf) }
func (shape *StaticShape) Close() error { gl.DeleteBuffer(shape.VBO) gl.DeleteBuffer(shape.IBO) return nil }
func (emitter *particleEmitter) Close() error { gl.DeleteBuffer(emitter.VBO) return nil }
//停止时触发,清理 func onStop() { gl.DeleteProgram(program) gl.DeleteBuffer(positionbuf) gl.DeleteBuffer(colorbuf) }
func (shape *Line) Close() error { gl.DeleteBuffer(shape.VBO) return nil }