void TerrainClass::Shutdown()
{
    // Release the texture.
    ReleaseTexture();

    // Release the vertex and index buffer.
    ShutdownBuffers();

    // Release the height map data.
    ShutdownHeightMap();

    return;
}
void ModelClass::Shutdown()
{
	// Release the model texture.
	ReleaseTexture();

	// Shutdown the vertex and index buffers.
	ShutdownBuffers();

	// Release the model data.
	ReleaseModel();

	return;
}
Example #3
0
void CGLView::OnDestroy()
{
	CView::OnDestroy();

	BeginGL();
	ReleaseTexture();
	EndGL();


	// TODO: 여기에 메시지 처리기 코드를 추가합니다
	::ReleaseDC(m_hWnd,m_dp.hdc);
	wglDeleteContext(m_dp.hglrc);

}
Example #4
0
void
DeprecatedTextureClientD3D11::ClearDT()
{
  // An Azure DrawTarget needs to be locked when it gets nullptr'ed as this is
  // when it calls EndDraw. This EndDraw should not execute anything so it
  // shouldn't -really- need the lock but the debug layer chokes on this.
  //
  // Perhaps this should be debug only.
  if (mDrawTarget) {
    LockTexture();
    mDrawTarget = nullptr;
    ReleaseTexture();
  }
}
			// コピー先のテクスチャを準備
			void PrepareTexture( uint32_t width, uint32_t height, D3DFORMAT format )
			{
				ReleaseTexture();

				backGroundTextureWidth = width;
				backGroundTextureHeight = height;
				backGroundTextureFormat = format;

				HRESULT hr = S_OK;
				hr = g_D3d9Device->CreateTexture( width, height, 0, D3DUSAGE_RENDERTARGET, format, D3DPOOL_DEFAULT, &backGroundTexture, nullptr );
				if( FAILED( hr ) ){
					return;
				}
			}
void FoliageClass::Shutdown()
{
    // Release the model texture.
    ReleaseTexture();

    // Release the vertex and instance buffers.
    ShutdownBuffers();

    // Release the foliage array.
    if(m_foliageArray)
    {
        delete [] m_foliageArray;
        m_foliageArray = 0;
    }

    return;
}
			// コピー先のテクスチャを準備
			void PrepareTexture( uint32_t width, uint32_t height, DXGI_FORMAT format )
			{
				ReleaseTexture();

				ZeroMemory( &backGroundTextureDesc, sizeof(backGroundTextureDesc) );
				backGroundTextureDesc.Usage              = D3D11_USAGE_DEFAULT;
				backGroundTextureDesc.Format             = format;
				backGroundTextureDesc.BindFlags          = D3D11_BIND_SHADER_RESOURCE;
				backGroundTextureDesc.Width              = width;
				backGroundTextureDesc.Height             = height;
				backGroundTextureDesc.CPUAccessFlags     = 0;
				backGroundTextureDesc.MipLevels          = 1;
				backGroundTextureDesc.ArraySize          = 1;
				backGroundTextureDesc.SampleDesc.Count   = 1;
				backGroundTextureDesc.SampleDesc.Quality = 0;
				
				HRESULT hr = S_OK;
				hr = g_D3d11Device->CreateTexture2D( &backGroundTextureDesc, nullptr, &backGroundTexture );
				if( FAILED( hr ) ){
					return;
				}

				D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
				ZeroMemory(&srvDesc, sizeof(srvDesc));
				switch( format )
				{
					case DXGI_FORMAT_R8G8B8A8_TYPELESS:
						srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
						break;
					case DXGI_FORMAT_R16G16B16A16_TYPELESS:
						srvDesc.Format = DXGI_FORMAT_R16G16B16A16_FLOAT;
						break;
					default:
						srvDesc.Format = format;
						break;
				}
				srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
				srvDesc.Texture2D.MipLevels = 1;
				hr = g_D3d11Device->CreateShaderResourceView( backGroundTexture, &srvDesc, &backGroundTextureSRV );
				if( FAILED( hr ) ){
					return;
				}
			}
bool Node::Destroy()
{
	//Check the Tile State
	if(e_tile == DESTRUCTIBLE)
	{
		//Release the Current Texture and Bounding Box
		ReleaseTexture();
		m_pBox.reset();
		m_pBox = 0;

		//Set the Tile State
		e_tile = SPACE;
		m_pTexture = m_pAlt;//Set the texture to the current texture

		e_node = ACTIVE;
		
		return true;
	}
	return false;
}
Example #9
0
/*
===============
Cmd_Maps

Only relevent for release and pak files.
Releases the .bsp files for the maps, and scans all of the files to
build a list of all textures used, which are then released.
===============
*/
void Cmd_Maps(void)
{
  char map[1024];
  int i;

  while (TokenAvailable()) {
    GetToken(false);
    sprintf(map, "maps/%s.bsp", token);
    ReleaseFile(map);

    if (!g_release)
      continue;

    // get all the texture references
    sprintf(map, "%smaps/%s.bsp", gamedir, token);
    LoadBSPFileTexinfo(map);
    for (i = 0; i < numtexinfo; i++)
      ReleaseTexture(texinfo[i].texture);
  }
}
DemoEntityManager::~DemoEntityManager(void)
{
	// is we are run asynchronous we need make sure no update in on flight.
	if (m_world) {
		NewtonWaitForUpdateToFinish (m_world);
	}

	glDeleteLists(m_font, 96);	
	ReleaseTexture(m_fontImage);

	Cleanup ();

	// destroy the empty world
	if (m_world) {
		NewtonDestroy (m_world);
		m_world = NULL;
	}
	dAssert (NewtonGetMemoryUsed () == 0);

	delete m_context;
}
Example #11
0
D3D9Texture* UIDirect3D9Window::AllocateTexture(UIImage *Image)
{
    if (!Image || !m_d3dDevice)
        return NULL;

    if (m_textureHash.contains(Image))
    {
        m_textureExpireList.removeOne(Image);
        m_textureExpireList.append(Image);
        return m_textureHash[Image];
    }

    D3D9Texture *texture = CreateTexture(m_d3dDevice, Image->size());

    if (!texture)
    {
        LOG(VB_GENERAL, LOG_ERR, "Failed to create Direct3D9 texture.");
        return NULL;
    }

    m_hardwareCacheSize += texture->m_internalDataSize;
    UpdateTexture(m_d3dDevice, texture, Image);

    m_textureHash[Image] = texture;
    m_textureExpireList.append(Image);

    if (Image->GetState() == UIImage::ImageLoaded)
    {
        m_softwareCacheSize -= Image->byteCount();
        Image->FreeMem();
    }

    while ((m_hardwareCacheSize > m_maxHardwareCacheSize) &&
           m_textureExpireList.size())
    {
        ReleaseTexture(m_textureExpireList.takeFirst());
    }

    return texture;
}
Example #12
0
//---------------------------------------------------------------------------------------
// メッシュ解放
//---------------------------------------------------------------------------------------
void ReleaseMesh(MESH *mesh)
{
	if (mesh == NULL)
		return;
	if (mesh->vertex) {
		free(mesh->vertex);
		mesh->vertex = NULL;
	}
	if (mesh->face) {
		free(mesh->face);
		mesh->face = NULL;
	}
	if (mesh->normal) {
		free(mesh->normal);
		mesh->normal = NULL;
	}
	if (mesh->index) {
		free(mesh->index);
		mesh->index = NULL;
	}
	if (mesh->uv) {
		free(mesh->uv);
		mesh->uv = NULL;
	}
	if (mesh->material) {
		int i;

		for (i = 0; i < mesh->mnum; i++) {
			ReleaseTexture(mesh->material[i].textureID);
			mesh->material[i].textureID = 0;
		}
		free(mesh->material);
		mesh->material = NULL;
	}
	if (mesh->midx) {
		free(mesh->midx);
		mesh->midx = NULL;
	}
}
Example #13
0
void Font_Destroy(Font *pFont)
{
	ReleaseTexture(pFont->iTexID);
	
	Mem_Free(pFont);	
}
Example #14
0
void CloudClass::Shutdown(){
	ReleaseTexture();
	// Release the vertex and index buffer.
	ShutdownBuffers();
	return;
}
Example #15
0
void
TextureHostDXGID3D11::Unlock()
{
  ReleaseTexture();
}
void BitmapClass::Shutdown(){
	ReleaseTexture();
	ShutdownBuffers();
}
			virtual ~DistortingCallback()
			{
				ReleaseTexture();
			}
Example #18
0
void UIDirect3D9Window::ReleaseAllTextures(void)
{
    while (!m_textureExpireList.isEmpty())
        ReleaseTexture(m_textureExpireList.takeFirst());
}
void ModelClass::Shutdown()
{
	ReleaseTexture();
	ShutdownBuffers();
}
Example #20
0
CRenderTarget::~CRenderTarget()
{
    ReleaseTexture();
}
Example #21
0
void BMFont::Clear()
{
	ReleaseTexture();
	ReleaseFontData();
	return;
}
Example #22
0
void
DeprecatedTextureHostDXGID3D11::Unlock()
{
  ReleaseTexture();
}
void RDX11RenderTargetMgr::Destroy()
{
	ReleaseTexture();
	SAFE_RELEASE(pSwapChain);
}
CTextureController::~CTextureController(void)
{
	while (TextureList.size()) ReleaseTexture(0);
}
Example #25
0
HRESULT __stdcall RemoveTexture(std::vector<InputTexture*>* textureList, InputTexture* item) {
	textureList->erase(std::remove(textureList->begin(), textureList->end(), item), textureList->end());
	HR(ReleaseTexture(item));
	return S_OK;
}