void RendererBase::Dest()
{
	Matrix4x4_delete(default_rend_matrix);
    RenderablePlane_delete ( render_plane );

    if ( display_pass ) {
        Pass_delete ( display_pass );
    }

    if ( clear_sketchbook_pass ) {
        Pass_delete ( clear_sketchbook_pass );
    }
/**
    _renderable_tree_dest ( used_renderable_tree );
    _renderable_tree_dest ( unused_renderable_tree );
**/
	_renderable_set_dest(used_renderable_set);
	_renderable_set_dest(unused_renderable_set);
    if ( own_camera ) {
        Camera_delete ( camera_base );
    }

    if ( own_material_table ) {
        Iterator iter = Tree_begin ( material_table );

        while ( iter ) {
            var data = Tree_get_value ( iter );
            MaterialPrototype mp = ( MaterialPrototype ) data.vptr_var;
            MaterialPrototype_delete ( mp );
            iter = Tree_next ( iter );
        }

        Tree_Dest ( material_table );
    }
}
Exemple #2
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void destroyObjects(void){
	#if _DEBUG
		FPS_delete(_fpsCounter);
	#endif
	Camera_delete(_camera);
	SSController_Delete();
	GameTime_delete(gameTime);

	TwTerminate();
}