// Created on: 2011-03-18 // Created by: Anton POLETAEV // Copyright (c) 2011-2012 OPEN CASCADE SAS // // The content of this file is subject to the Open CASCADE Technology Public // License Version 6.5 (the "License"). You may not use the content of this file // except in compliance with the License. Please obtain a copy of the License // at http://www.opencascade.org and read it completely before using this file. // // The Initial Developer of the Original Code is Open CASCADE S.A.S., having its // main offices at: 1, place des Freres Montgolfier, 78280 Guyancourt, France. // // The Original Code and all software distributed under the License is // distributed on an "AS IS" basis, without warranty of any kind, and the // Initial Developer hereby disclaims all such warranties, including without // limitation, any warranties of merchantability, fitness for a particular // purpose or non-infringement. Please see the License for the specific terms // and conditions governing the rights and limitations under the License. #include #include #include IMPLEMENT_STANDARD_HANDLE (OpenGl_ResourceTexture, OpenGl_Resource) IMPLEMENT_STANDARD_RTTIEXT(OpenGl_ResourceTexture, OpenGl_Resource) //======================================================================= //function : OpenGl_ResourceTexture //purpose : //======================================================================= OpenGl_ResourceTexture::OpenGl_ResourceTexture (const GLuint theId) : myTextureId (theId) { // } //======================================================================= //function : ~OpenGl_ResourceTexture //purpose : //======================================================================= OpenGl_ResourceTexture::~OpenGl_ResourceTexture() { Release (NULL); } //======================================================================= //function : Release //purpose : free OpenGl memory allocated for texture resource //======================================================================= void OpenGl_ResourceTexture::Release (const OpenGl_Context* theGlCtx) { if (myTextureId != 0 && theGlCtx != NULL) { glDeleteTextures (1, &myTextureId); myTextureId = 0; } }