Model::~Model() { ReleaseTexture(); ShutdownBuffers(); ReleaseModel(); }
void Model::Shutdown() { ReleaseTexture(); ShutdownBuffers(); ReleaseModel(); return; }
void StaticMeshComponent::Shutdown() { ReleaseTexture(); ShutdownBuffers(); ReleaseModel(); return; }
void ColorModel::Shutdown() { ReleaseTextures(); ReleaseModel(); return; }
void ModelClass::Shutdown() { // Release the vertex and index buffers. ShutdownBuffers(); // Release the model data. ReleaseModel(); return; }
void ModelClass::Shutdown() { //release the model texture ReleaseTextures(); //release the vertex and index buffers ShutdownBuffers(); //release model data ReleaseModel(); }
void ModelHandle::Shutdown() { // Release the model texture. ReleaseTexture(); // Shutdown the vertex and index buffers. ShutdownBuffers(); // Release the model data. ReleaseModel(); return; }
void BumpModelClass::Shutdown() { // Release the model textures. ReleaseTextures(); // Shutdown the vertex and index buffers. ShutdownBuffers(); // Release the model data. ReleaseModel(); return; }
void Model::KillSafely() { ReleaseTexture(); ReleaseTexture(); // Release vertex and index buffers. KillSafelyBuffers(); // Release model data. new to 0.6 ReleaseModel(); return; }
bool GoodsModelManager::OpenModel(const char *szModelFileName /*= "model"*/, bool IsFullPathName /*= false*/) { ReleaseModel();//创建前先销毁 ResetCamera(); string strFullPathFileName; //是否是完整路径名称 if(IsFullPathName == false) //不是 { strFullPathFileName = m_PathName; strFullPathFileName += '\\'; strFullPathFileName += szModelFileName;//strFullPathFileName = 路径+文件名 SetOpenModelFileName(szModelFileName); } else // 是 { strFullPathFileName = szModelFileName;//strFullPathFilename = 完整路径名称 //拆分路径和文件名 string strPathName = szModelFileName; string strFilename = szModelFileName; strFilename = strFilename.erase(0,strFilename.find("goods")+5); SetOpenModelFileName(strFilename.c_str()); //strPathName = strPathName.erase(strPathName.find_last_of("/\\")+1); //SetPathName(strPathName.c_str()); } // 判断输入的正确性 if (string(strFullPathFileName).find("model") == string::npos) { MessageBox(NULL, "输入的路径下没有找到 model 文件\n请确认路径是否正确", "Error:", MB_OK); return false; } //创建要显示的模型 m_DisplayModel = m_GameModelManager->CreateDisplayModel(strFullPathFileName,false); VERIFY(m_DisplayModel); if(m_DisplayModel==NULL) return false; m_DisplayModel->ShowAllGroup(false); m_DisplayModel->EnableParticleEmitter(TRUE); m_DisplayModel->EnableTrailEmitter(TRUE); //俩个函数组合使用,使模型大小单位化 ResetScaleCumulate(); ScaleCumulate(0.0f,0.0f,0.0f); m_cAnimInfo.GetActionInfo()->dwCurAction = 0; m_cAnimInfo.GetActionInfo()->bInterpolation = FALSE; m_cAnimInfo.SetTextureProjectiveTime(timeGetTime()); return true; }
void GoodsModelManager::Destory() { ReleaseModel(); CGameModelManager::GetInstance()->Release(); CGameModelManager::ReleaseInstance(); }
void ModelClass::Shutdown() { ShutdownBuffers(); ReleaseModel(); mTexture->Shutdown(); delete mTexture; }
// Cleanup and Shutdown // void Model::Shutdown() { ReleaseModel(); return; }