Fix rendering bug
authorHeeyong Song <heeyong.song@samsung.com>
Wed, 16 Oct 2013 05:49:28 +0000 (14:49 +0900)
committerHeeyong Song <heeyong.song@samsung.com>
Wed, 16 Oct 2013 05:49:28 +0000 (14:49 +0900)
Change-Id: I8efcef6c6ed0c2679d8600137460f4ecfc4218b5

src/ui/animations/FUiAnim_GlNode.cpp
src/ui/animations/FUiAnim_GlRenderManager.cpp

index f93c553..2b7e2f8 100644 (file)
@@ -414,12 +414,6 @@ _GlNode::SyncStatus(VisualElementSurface* pSurface, _VisualElementImpl& element)
                        }
                }
        }
-       else
-       {
-               // temp
-               // TODO: we need a way to set a mesh color
-               __objectColor.SetRGBAColor(0.0f, 1.0f, 1.0f, 1.0f);
-       }
 
        Material* pMaterial =element.GetSharedData().geometry.GetMaterial();
 
index 459013d..e90688d 100644 (file)
@@ -503,12 +503,12 @@ _GlRenderManager::~_GlRenderManager(void)
 
        delete [] __pRenderQueue;
 
+#ifndef VE_USE_GL_MULTI_CONTEXT
        delete __pColorShader;
        delete __pUniformColorShader;
        delete __pTextureShader;
        delete __pTextureOpacityShader;
 
-#ifndef VE_USE_GL_MULTI_CONTEXT
        _GlContext::ReleaseInstance();
        __pGlContext = null;
 #endif
@@ -1151,6 +1151,11 @@ _GlRenderManager::CommandHandlerFinalizeGLLayer(_GlLayer* pGlLayer)
 #ifdef VE_USE_GL_MULTI_CONTEXT
        PRINT(">> CommandHandlerFinalizeGLLayer() pContext %p \n", pGlLayer->__pContext);
 
+       delete __pColorShader;
+       delete __pUniformColorShader;
+       delete __pTextureShader;
+       delete __pTextureOpacityShader;
+
        delete pGlLayer->__pContext;
 
        pGlLayer->__pContext = null;