//- // ========================================================================== // Copyright 1995,2006,2008 Autodesk, Inc. All rights reserved. // // Use of this software is subject to the terms of the Autodesk // license agreement provided at the time of installation or download, // or which otherwise accompanies this software in either electronic // or hard copy form. // ========================================================================== //+ #ifndef RESOURCE_MANAGER_H #define RESOURCE_MANAGER_H #include <vector> #include "glExtensions.h" //this class is a static place holder for now, it may need to be a singleton //Presently it only manages the destruction of resources, it should also //manage a resource pool, so that shader nodes can share texture instances. class ResourceManager { public: //these mark GL objects for deletion, since a context might not be available static void destroyTexture( GLuint tex); static void destroyAsmProgram( GLuint prog); static void destroyProgram( GLuint prog); static void destroyShader( GLuint shad); //clean up the resources we have been unable to previously static void recover(); private: static std::vector<GLuint> sTextureList; static std::vector<GLuint> sAsmProgramList; static std::vector<GLuint> sProgramList; static std::vector<GLuint> sShaderList; //prevent construction ResourceManager() {}; }; #endif //RESOURCE_MANAGER_H
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