properly clean up GL resources
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6dbb645ffa
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1fb3968047
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@ -104,16 +104,8 @@ int FrontBuffer;
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GLuint FramebufferID[4], PixelbufferID;
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u32* Framebuffer = NULL;
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bool ChunkedRendering = false;
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bool InitGLExtensions()
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{
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// TODO move this elsewhere!!
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//if (!OpenGL_Init()) return false;
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return true;
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}
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bool BuildRenderShader(u32 flags, const char* vs, const char* fs)
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{
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char shadername[32];
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@ -159,8 +151,6 @@ void SetupDefaultTexParams(GLuint tex)
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bool Init()
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{
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if (!InitGLExtensions()) return false;
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const GLubyte* renderer = glGetString(GL_RENDERER); // get renderer string
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const GLubyte* version = glGetString(GL_VERSION); // version as a string
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printf("OpenGL: renderer: %s\n", renderer);
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@ -341,7 +331,24 @@ bool Init()
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void DeInit()
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{
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// TODO CLEAN UP SHIT!!!!
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glDeleteTextures(1, &TexMemID);
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glDeleteTextures(1, &TexPalMemID);
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glDeleteFramebuffers(4, &FramebufferID[0]);
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glDeleteTextures(8, &FramebufferTex[0]);
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glDeleteVertexArrays(1, &VertexArrayID);
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glDeleteBuffers(1, &VertexBufferID);
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glDeleteVertexArrays(1, &ClearVertexArrayID);
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glDeleteBuffers(1, &ClearVertexBufferID);
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glDeleteBuffers(1, &ShaderConfigUBO);
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for (int i = 0; i < 16; i++)
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{
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if (!RenderShader[i][2]) continue;
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OpenGL_DeleteShaderProgram(RenderShader[i]);
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}
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}
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void Reset()
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@ -696,6 +703,8 @@ void RenderSceneChunk(int y, int h)
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_endptr = rp->Indices;
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break;
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}
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// berg.
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}
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u32 num = (u32)(_endptr - iptr);
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if (num) glDrawElements(GL_TRIANGLES, num, GL_UNSIGNED_SHORT, iptr);
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