/* ** Delete all of the meshes starting from the front. */ void CleanUpOBJ(void) { ObjMesh *pCurr; while(g_LinkedListHead != NULL) { pCurr = g_LinkedListHead; g_LinkedListHead = g_LinkedListHead->m_pNext; DeleteMesh(pCurr); } }
void DeleteOBJ(ObjFile id) { /* ** Create two pointers to walk through the linked list */ ObjMesh *pCurr, *pPrev = NULL; /* ** Start traversing the list from the start */ pCurr = g_LinkedListHead; /* ** Walk through the list until we either reach the end, or ** we find the node we are looking for */ while(pCurr != NULL && pCurr->m_iMeshID != id) { pPrev = pCurr; pCurr = pCurr->m_pNext; } /* ** If we found the node that needs to be deleted */ if(pCurr != NULL) { /* ** If the pointer before it is NULL, then we need to ** remove the first node in the list */ if(pPrev == NULL) { g_LinkedListHead = pCurr->m_pNext; } /* ** Otherwise we are removing a node from somewhere else */ else { pPrev->m_pNext = pCurr->m_pNext; } /* ** Free the memory allocated for this mesh */ DeleteMesh(pCurr); } }
OBJModel::OBJModel(const QString& path) { const std::string tmpPath = path.toStdString(); const char* c_path = tmpPath.c_str(); mesh_loader_result_t result = NewMeshFromOBJFile(c_path); if (result.status == MESH_LOADER_SUCCESS) { qDebug() << "Loaded Mesh!"; createBuffers(&result.mesh); } else { qDebug() << "Error loading mesh:" << result.status; } DeleteMesh(&result.mesh); }
bool CPlane::GenerateMesh() { if( !pMesh ) { return FALSE; } DeleteMesh(); Object = pMesh->AddObject(); pMesh->pObject[Object].HasVertexColors = FALSE; pMesh->pObject[Object].Color[0] = 0.3f; pMesh->pObject[Object].Color[1] = 0.3f; pMesh->pObject[Object].Color[2] = 0.3f; Step[0] = Size[0] / Tassellation[0]; Step[1] = Size[1] / Tassellation[1]; pMesh->AddVertices( Object, ( Tassellation[0] + 1 ) * ( Tassellation[1] + 1 ) ); pMesh->AddTriangles( Object, Tassellation[0] * Tassellation[1] * 2 ); return TRUE; }
void ResourceManager::Destroy() { DeleteSprite(); CursorCleanUp(); SkyBoxCleanUp(); DeleteMap(); for ( auto& toBeDelete : m_MeshArray ) { if ( toBeDelete ) { DeleteMesh( toBeDelete->m_MeshObject ); SafeDelete( toBeDelete->m_MeshObject ); delete toBeDelete; } } for ( auto& toBeDelete : m_HeightMapArray ) { SafeDelete( toBeDelete ); } }
/*! * @brief Calls when the system is shutting down */ void GLGraphics::Shutdown(void) //called when system is deleated { DeleteMesh(); }