else
cout << "Loading vertex program... failed" << endl << endl;
*/
- delete shader;
+ free( shader );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
return;
}
- //cout << "Using OpenGLPointSpriteMapper" << endl;
-
vtkIdType numPts;
vtkPolyData *input= this->GetInput();
glPointSize( this->DefaultPointSize );
#ifdef GL_ARB_vertex_buffer_object
- PFNGLGENBUFFERSARBPROC glGenBuffersARB = (PFNGLGENBUFFERSARBPROC)dlsym( this->OpenGLLibrary, "glGenBuffersARB" );
- PFNGLBINDBUFFERARBPROC glBindBufferARB = (PFNGLBINDBUFFERARBPROC)dlsym( this->OpenGLLibrary, "glBindBufferARB" );
- PFNGLBUFFERDATAARBPROC glBufferDataARB = (PFNGLBUFFERDATAARBPROC)dlsym( this->OpenGLLibrary, "glBufferDataARB" );
+ PFNGLGENBUFFERSARBPROC glGenBuffersARB = (PFNGLGENBUFFERSARBPROC)dlsym( this->OpenGLLibrary, "glGenBuffersARB" );
+ PFNGLBINDBUFFERARBPROC glBindBufferARB = (PFNGLBINDBUFFERARBPROC)dlsym( this->OpenGLLibrary, "glBindBufferARB" );
+ PFNGLBUFFERDATAARBPROC glBufferDataARB = (PFNGLBUFFERDATAARBPROC)dlsym( this->OpenGLLibrary, "glBufferDataARB" );
+ PFNGLDELETEBUFFERSARBPROC glDeleteBuffersARB = (PFNGLDELETEBUFFERSARBPROC)dlsym( this->OpenGLLibrary, "glDeleteBuffersARB" );
#ifdef GL_ARB_shader_objects
PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB =
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
+ glDeleteBuffersARB( 1, &aBufferObjectID );
+
#ifdef GL_ARB_shader_objects
glUseProgramObjectARB( 0 );
#endif