Example #1
0
void Tree::_destory(Tree_Node **pointer) {
    if (*pointer) {
        // if(!((*pointer)->left == NULL || (*pointer)->right == NULL)) {
            _destory(&((*pointer)->right));
            _destory(&((*pointer)->left));
        // }
        Tree_Node *tem = *pointer;
        // *pointer = NULL;
        delete tem;
        *pointer = NULL;
    }
}
bool xD11InputBuffer::create(size_t nElement , size_t bytePerVertex , const xInputBufferDesc* pDesc , void* pData  )
{
	_destory();
	m_nElement = nElement;
	m_iBufLen = m_nElement * bytePerVertex;
	m_nBytePerVertex = bytePerVertex;

	D3D11_SUBRESOURCE_DATA InitData;
	InitData.pSysMem = pData;
	InitData.SysMemPitch = 0;
	InitData.SysMemSlicePitch = 0;
	D3D11_SUBRESOURCE_DATA* pInitData = pData ? &InitData:NULL;   

	ID3D11Device* pD10Device = m_pD11RenderAPI->d11Device();

	m_buffDesc.ByteWidth = (UINT)m_iBufLen ; 
	m_buffDesc.StructureByteStride = (UINT)bytePerVertex;
	conv( *pDesc , m_buffDesc);
	pD10Device->CreateBuffer(&m_buffDesc , pInitData , &m_pBuffer);
	return m_pBuffer != NULL;

}
Example #3
0
void Tree::destory() {
    _destory(&root);
}
Example #4
0
bool xD11RazState::unload()
{
	return _destory();
}
Example #5
0
xD11RazState::~xD11RazState()
{
	_destory();
}
xD11InputBuffer::~xD11InputBuffer()
{
	_destory();
}