Beispiel #1
0
void CGUITextureManager::Cleanup()
{
    CSingleLock lock(g_graphicsContext);

    ivecTextures i;
    i = m_vecTextures.begin();
    while (i != m_vecTextures.end())
    {
        CTextureMap* pMap = *i;
        CLog::Log(LOGWARNING, "%s: Having to cleanup texture %s", __FUNCTION__, pMap->GetName().c_str());
        delete pMap;
        i = m_vecTextures.erase(i);
    }
    for (int i = 0; i < 2; i++)
        m_TexBundle[i].Cleanup();
    FreeUnusedTextures();
}
Beispiel #2
0
void CGUITextureManager::Cleanup()
{
  CSingleLock lock(CServiceBroker::GetWinSystem()->GetGfxContext());

  ivecTextures i;
  i = m_vecTextures.begin();
  while (i != m_vecTextures.end())
  {
    CTextureMap* pMap = *i;
    CLog::Log(LOGWARNING, "%s: Having to cleanup texture %s", __FUNCTION__, pMap->GetName().c_str());
    delete pMap;
    i = m_vecTextures.erase(i);
  }

  m_TexBundle[0] = CTextureBundle(true);
  m_TexBundle[1] = CTextureBundle();
  FreeUnusedTextures();
}