Beispiel #1
0
CGameObject::~CGameObject()
{
	RELEASE_COM( m_alphaBlendState );
	RELEASE_COM( m_inputLayout );
	RELEASE_COM( m_vertexBuffer );
	RELEASE_COM( m_pTextureSampler );
}
Beispiel #2
0
void CGameObject::BuildBuffers()
{
	RELEASE_COM( m_vertexBuffer );
	RELEASE_COM( m_indexBuffer );

	// Build Vertex Buffer Description
	D3D11_BUFFER_DESC vertexBufferDesc = {};
	vertexBufferDesc.Usage = D3D11_USAGE_IMMUTABLE;
	vertexBufferDesc.ByteWidth = sizeof( SMeshBasic ) * m_meshData.vertices.size();
	vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
	D3D11_SUBRESOURCE_DATA vertexInitData = {};
	vertexInitData.pSysMem = &m_meshData.vertices[0];
	HR( theDevice->CreateBuffer( &vertexBufferDesc, &vertexInitData, &m_vertexBuffer ) );

	// Build Index Buffer Description
	D3D11_BUFFER_DESC indexBufferDesc = {};
	indexBufferDesc.Usage = D3D11_USAGE_IMMUTABLE;
	indexBufferDesc.ByteWidth = sizeof( uint32 ) * m_meshData.indices.size();
	indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
	D3D11_SUBRESOURCE_DATA indexInitData = {};
	indexInitData.pSysMem = &m_meshData.indices[0];
	HR( theDevice->CreateBuffer( &indexBufferDesc, &indexInitData, &m_indexBuffer ) );
}
Beispiel #3
0
Material::~Material()
{	
	RELEASE_COM(_texture);
}