Exemple #1
0
CX_OBJECT_FREE(cxEngine, cxObject)
{
    CX_RELEASE(this->bmpfonts);
    CX_RELEASE(this->actions);
    CX_RELEASE(this->lang);
    CX_RELEASE(this->datasets);
    CX_RELEASE(this->scripts);
    CX_RELEASE(this->dbenvs);
    CX_RELEASE(this->window);
    CX_EVENT_RELEASE(this->onExit);
    CX_SIGNAL_RELEASE(this->onRecvJson);
    CX_SIGNAL_RELEASE(this->onTouch);
    CX_SIGNAL_RELEASE(this->onUpdate);
    CX_SIGNAL_RELEASE(this->onPause);
    CX_SIGNAL_RELEASE(this->onResume);
    CX_SIGNAL_RELEASE(this->onMemory);
    CX_METHOD_RELEASE(this->MakeAction);
    CX_METHOD_RELEASE(this->MakeView);
    cxEventBaseDestroy();
    cxCurveDestroy();
    cxOpenGLDestroy();
    cxIconvDestroy();
    cxFreeTypeDestroy();
    cxPlayerDestroy();
    cxMessageDestroy();
    xmlCleanupGlobals();
    kmGLFreeAll();
    cxAutoPoolDestroy();
    lua_close(gL);
}
void ccGLInvalidateStateCache( void )
{
    kmGLFreeAll();
    
    s_uCurrentProjectionMatrix = -1;
    s_bVertexAttribPosition = false;
    s_bVertexAttribColor = false;
    s_bVertexAttribTexCoords = false;
    
#if CC_ENABLE_GL_STATE_CACHE
    s_uCurrentShaderProgram = -1;
    for( int i=0; i < kCCMaxActiveTexture; i++ )
    {
        s_uCurrentBoundTexture[i] = -1;
    }

    s_eBlendingSource = -1;
    s_eBlendingDest = -1;
    s_eGLServerState = 0;

#if CC_TEXTURE_ATLAS_USE_VAO
    s_uVAO = 0;
#endif // CC_TEXTURE_ATLAS_USE_VAO

#endif // CC_ENABLE_GL_STATE_CACHE
}