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(); }
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(); }