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1  Java Game APIs & Engines / JOGL Development / GLEventListener destroying method on: 2007-03-31 13:16:47
Hi all, I'm Matteo and I'm new to this board as well for JOGL.

My main problem is on GLEventListener.
Inside 1 native (ansi C) method i create some OpenGL resources (say display lists and shaders).
Inside 1 native (ansi C) method i destroy the previous generated resources.

I've found that the public void init(GLAutoDrawable drawable) method is the right place where to call my first native method, because on init function the OpenGL context has been already opened and made the current.
But unfortunately (I've spent several hours in searching) i cannot find a destroy-like method that is called *before* the OpenGL context is being destroyed. Calling my second native method on other parts (say when the GLUT loop class stops) results in OpenGL errors (error code 0x502) that indicate invalid operations because the OpenGL context has been already destroyed.

Please i need your help.
Thanks in advance.
2  Java Game APIs & Engines / Java Sound & OpenAL / GLEventListener destroying method on: 2007-03-31 11:47:13
Hi all, I'm Matteo and I'm new to this board as well for JOGL.

My main problem is on GLEventListener.
Inside 1 native (ansi C) method i create some OpenGL resources (say display lists and shaders).
Inside 1 native (ansi C) method i destroy the previous generated resources.

I've found that the public void init(GLAutoDrawable drawable) method is the right place where to call my first native method, because on init function the OpenGL context has been already opened and made the current.
But unfortunately (I've spent several hours in searching) i cannot find a destroy-like method that is called *before* the OpenGL context is being destroyed. Calling my second native method on other parts (say when the GLUT loop class stops) results in OpenGL errors (error code 0x502) that indicate invalid operations because the OpenGL context has been already destroyed.

Please i need your help.
Thanks in advance.
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