Example #1
0
void FloatAACPlusEncodeCodec::Destroy()
{
	if(m_hSbr != NULL)
	{
		EnvClose((HANDLE_SBR_ENCODER)m_hSbr);
		m_hSbr = NULL;
	}

	if(m_hAac != NULL)
	{
		AacEncClose((struct AAC_ENCODER *)m_hAac);
		m_hAac = NULL;
	}

	SAFE_DELETEA(inputBuffer);
	SAFE_DELETEA(outputBuffer);
	SAFE_DELETEA(ancDataBytes);
}
void cleanparticles(void) {
  if (particleibo) {
    ogl::deletebuffers(1, &particleibo);
    particleibo = 0;
  }
  if (particlevbo) {
    ogl::deletebuffers(1, &particlevbo);
    particlevbo = 0;
  }
  SAFE_DELETEA(glparts);
}
Example #3
0
GameState::~GameState()
{
	for (int i = 0; i < ENTITY_LISTSIZE; i ++) {
		SAFE_DELETE(mPredators[i]);
		SAFE_DELETE(mChucklets[i]);
		SAFE_DELETE(mPrey[i]);
		SAFE_DELETE(mGrass[i]);
		SAFE_DELETE(mMoose[i]);
	}
	SAFE_DELETEA(mPredators);
	SAFE_DELETEA(mChucklets);
	SAFE_DELETEA(mPrey);
	SAFE_DELETEA(mGrass);
	SAFE_DELETEA(mMoose);
	SAFE_DELETEA(mAllTargets);
	SAFE_DELETE(mEnvironment);

	for (map<string, Image *>::iterator i = mImageDatabase.begin(); i != mImageDatabase.end(); i ++)
	{
		if (i->second)
			delete i->second;
	}

	SAFE_DELETE(mMinimap);
	SAFE_DELETE(mStatusPane);
	SAFE_DELETE(mDisasterPanel);
	SAFE_DELETE(mToolbar);

	delete mTileGenerator;
}
static void initparticles(void) {
  // indices never change we set them once here
  const u16 twotriangles[] = {0,1,2,2,3,1};
  u16 *indices = NEWAE(u16, glindexn);
  ogl::genbuffers(1, &particleibo);
  ogl::bindbuffer(ogl::ELEMENT_ARRAY_BUFFER, particleibo);
  loopi(MAXPARTICLES) loopj(6) indices[6*i+j]=4*i+twotriangles[j];
  OGL(BufferData, GL_ELEMENT_ARRAY_BUFFER, glindexn*sizeof(u16), indices, GL_STATIC_DRAW);
  ogl::bindbuffer(ogl::ELEMENT_ARRAY_BUFFER, 0);

  // vertices will be created at each drawing call
  ogl::genbuffers(1, &particlevbo);
  ogl::bindbuffer(ogl::ARRAY_BUFFER, particlevbo);
  OGL(BufferData, GL_ARRAY_BUFFER, glvertexn*sizeof(glparticle), NULL, GL_DYNAMIC_DRAW);
  ogl::bindbuffer(ogl::ARRAY_BUFFER, 0);
  SAFE_DELETEA(indices);

  // Init the array dynamically since VS2012 crashes with a static declaration
  glparts = NEWAE(glparticle, glvertexn);
}