Example #1
0
//------------------------------------------------------------------------
// 
// [2011/2/28 jjuiddong]
//------------------------------------------------------------------------
void CChunkManager::DeleteChunkGroupLoader( SChunkGroupLoader *pLoader)
{
	if (!pLoader) return;

	for (int i=0; i < m_ChunkSize; ++i)
	{
		SAFE_ADELETE( pLoader->pchunk[ i].pLayer);
	}
	SAFE_ADELETE(pLoader->pchunk);
	SAFE_DELETE(pLoader);
}
Example #2
0
//------------------------------------------------------------------------
// 
// [2011/2/28 jjuiddong]
//------------------------------------------------------------------------
void CChunkManager::Clear()
{
	SAFE_DELETE(m_pWater);
	SAFE_DELETE(m_pShader);
	SAFE_ADELETE(m_pChunk);
	SAFE_RELEASE(m_pTerrainTex);
	SAFE_RELEASE(m_pTerrainSurf);
	SAFE_RELEASE(m_pTerrainDepth);
	SAFE_RELEASE(m_pTerrainDepthSurf);

	DeleteChunkGroupLoader(m_pLoader);

}
Example #3
0
bool save_bmp_mono(const char *filename, uint8_t *ptr, int width, int height)
{
	uint8_t *buf = new uint8_t[width*height*4];
	uint8_t *src = ptr;
	uint32_t *dst = (uint32_t *)buf;
	for (int i = 0; i < height; ++i) {
		for (int j = 0; j < width; ++j) {
			uint8_t b = *src++;
			uint32_t d = b << 24 | b << 16 | b << 8 | b;
			*dst++ = d;
		}
	}
	bool res = save_bmp32(filename, buf, width, height);
	SAFE_ADELETE(buf);
	return res;
}