@@ -36,10 +36,10 @@ void main() {
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}` ;
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animate : ( ) => void = ( ) => { } ;
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dispose = false ;
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- private disposableBuffers : WebGLBuffer [ ] = [ ] ;
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- private disposableArrayObjects : WebGLVertexArrayObject [ ] = [ ] ;
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- private disposablePrograms : WebGLProgram [ ] = [ ] ;
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- private disposableShaders : WebGLShader [ ] = [ ] ;
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+ private buffers : WebGLBuffer [ ] = [ ] ;
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+ private vertexArrays : WebGLVertexArrayObject [ ] = [ ] ;
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+ private programs : WebGLProgram [ ] = [ ] ;
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+ private shaders : WebGLShader [ ] = [ ] ;
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private gl : WebGL2RenderingContext | null = null ;
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ngOnInit ( ) : void {
@@ -53,17 +53,17 @@ void main() {
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// Release the OpenGL resources we allocated
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if ( null !== this . gl ) {
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- for ( let i = this . disposableBuffers . length - 1 ; i >= 0 ; i -- ) {
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- this . gl . deleteBuffer ( this . disposableBuffers [ i ] ) ;
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+ for ( let i = this . buffers . length - 1 ; i >= 0 ; i -- ) {
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+ this . gl . deleteBuffer ( this . buffers [ i ] ) ;
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}
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- for ( let i = this . disposableArrayObjects . length - 1 ; i >= 0 ; i -- ) {
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- this . gl . deleteVertexArray ( this . disposableArrayObjects [ i ] ) ;
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+ for ( let i = this . vertexArrays . length - 1 ; i >= 0 ; i -- ) {
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+ this . gl . deleteVertexArray ( this . vertexArrays [ i ] ) ;
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}
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- for ( let i = this . disposablePrograms . length - 1 ; i >= 0 ; i -- ) {
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- this . gl . deleteProgram ( this . disposablePrograms [ i ] ) ;
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+ for ( let i = this . programs . length - 1 ; i >= 0 ; i -- ) {
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+ this . gl . deleteProgram ( this . programs [ i ] ) ;
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}
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- for ( let i = this . disposableShaders . length - 1 ; i >= 0 ; i -- ) {
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- this . gl . deleteShader ( this . disposableShaders [ i ] ) ;
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+ for ( let i = this . shaders . length - 1 ; i >= 0 ; i -- ) {
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+ this . gl . deleteShader ( this . shaders [ i ] ) ;
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}
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}
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}
@@ -107,7 +107,7 @@ void main() {
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gl . compileShader ( shader ) ;
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const success = gl . getShaderParameter ( shader , gl . COMPILE_STATUS ) ;
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if ( success ) {
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- this . disposableShaders . push ( shader ) ;
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+ this . shaders . push ( shader ) ;
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return shader ;
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}
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@@ -127,7 +127,7 @@ void main() {
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gl . linkProgram ( program ) ;
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const success = gl . getProgramParameter ( program , gl . LINK_STATUS ) ;
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if ( success ) {
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- this . disposablePrograms . push ( program ) ;
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+ this . programs . push ( program ) ;
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return program ;
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}
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@@ -164,8 +164,8 @@ void main() {
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}
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// Save for disposing of resources later
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- this . disposableArrayObjects . push ( VAO )
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- this . disposableBuffers . push ( ...[ VBO , EBO ] ) ;
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+ this . vertexArrays . push ( VAO )
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+ this . buffers . push ( ...[ VBO , EBO ] ) ;
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// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
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gl . bindVertexArray ( VAO ) ;
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