ModelInstance::~ModelInstance() { STLDeleteSequence(m_vRibbonSystem); STLDeleteSequence(m_vParticleSystem); STLDeleteSequence(m_vMmParticleSystem); STLDeleteSequence(m_subModels); IModelManager *pModelManager = getRenderEngine()->getModelManager(); pModelManager->releaseModel(m_pModel); }
BoneAnimationSet::~BoneAnimationSet() { STLDeleteSequence(m_vBones); STLDeleteSequence(m_vAnimations); m_AnimationMap.clear(); }
ChunkSet::~ChunkSet() { _currentChunk = NULL; STLDeleteSequence(_chunkSet); }