//-------------------------------------------------------------------------------------- // Name: Destroy() // Desc: //-------------------------------------------------------------------------------------- VOID CSample::Destroy() { if( m_pPhysicallyBasedLightingConstantBuffer ) m_pPhysicallyBasedLightingConstantBuffer->Release(); // Release textures if( m_pLogoTexture ) m_pLogoTexture->Release(); // Free mesh FreeMeshes(); }
//-------------------------------------------------------------------------------------- // Name: Destroy() // Desc: //-------------------------------------------------------------------------------------- VOID CSample::Destroy() { if ( m_pShadowMapConstantBuffer ) m_pShadowMapConstantBuffer->Release(); if ( m_pOverlayConstantBuffer ) m_pOverlayConstantBuffer->Release(); if ( m_pPerPixelLightingConstantBuffer ) m_pPerPixelLightingConstantBuffer->Release(); if ( m_pDepthConstantBuffer ) m_pDepthConstantBuffer->Release(); // Release textures if( m_pLogoTexture ) m_pLogoTexture->Release(); // Free mesh and FBO resources FreeMeshes(); FreeShadowMapFBO(); FreeLightingFBO(); }
//-------------------------------------------------------------------------------------- // Name: Destroy() // Desc: //-------------------------------------------------------------------------------------- VOID CSample::Destroy() { // Delete shader programs if( m_hShadowMapShader ) glDeleteProgram( m_hShadowMapShader ); if( m_hShadowMapPCFShader ) glDeleteProgram( m_hShadowMapPCFShader ); if( m_hPerPixelLightingShader ) glDeleteProgram( m_hPerPixelLightingShader ); if( m_hOverlayShader ) glDeleteProgram( m_hOverlayShader ); if( m_hDepthShader ) glDeleteProgram( m_hDepthShader ); // Release textures if( m_pLogoTexture ) m_pLogoTexture->Release(); // Free mesh and FBO resources FreeMeshes(); FreeShadowMapFBO(); FreeLightingFBO(); }
//-------------------------------------------------------------------------------------- // Name: Destroy() // Desc: //-------------------------------------------------------------------------------------- VOID CSample::Destroy() { // Delete shader programs for(int i=0;i<NUM_SHADERS;++i) { if( m_Shaders[i] ) glDeleteProgram( m_Shaders[i] ); } if( m_hOverlayShader ) glDeleteProgram( m_hOverlayShader ); // Release textures if( m_pLogoTexture ) m_pLogoTexture->Release(); // Free mesh FreeMeshes(); }
DynamicMeshManager::~DynamicMeshManager() { FreeMeshes(); }