Exemple #1
0
//-----------------------------------------------------------------------------
// Name: DeleteDeviceObjects()
// Desc: Called when the app is exiting, or the device is being changed,
//       this function deletes any device dependent objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::DeleteDeviceObjects()
{
    m_pFont->DeleteDeviceObjects();
    SAFE_RELEASE( m_pTexture );
    SAFE_RELEASE( m_pVB );

    return S_OK;
}
Exemple #2
0
//-----------------------------------------------------------------------------
// Name: DeleteDeviceObjects()
// Desc: Called when the app is exiting, or the device is being changed,
//       this function deletes any device dependent objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::DeleteDeviceObjects()
{
    m_pFont->DeleteDeviceObjects();
    SAFE_RELEASE( m_pBackgroundTexture );
    SAFE_RELEASE( m_pBumpMapTexture );
    SAFE_RELEASE( m_pBackgroundVB );
    SAFE_RELEASE( m_pLensVB );

    return S_OK;
}
Exemple #3
0
//-----------------------------------------------------------------------------
// Name: DeleteDeviceObjects()
// Desc: Called when the app is exiting, or the device is being changed,
//       this function deletes any device dependent objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::DeleteDeviceObjects()
{
    m_pFont->DeleteDeviceObjects();
    m_pShinyTeapot->Destroy();
    m_pSkyBox->Destroy();

    SAFE_RELEASE( m_pSphereMap );
    SAFE_RELEASE( m_pEffect );
    return S_OK;
}
Exemple #4
0
//-----------------------------------------------------------------------------
// Name: DeleteDeviceObjects()
// Desc: Called when the app is exiting, or the device is being changed,
//       this function deletes any device dependent objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::DeleteDeviceObjects()
{
    SAFE_RELEASE( m_pEmbossTexture );

    m_pObject->Destroy();
    m_pFont->DeleteDeviceObjects();

    SAFE_DELETE_ARRAY( m_pTangents );
    SAFE_DELETE_ARRAY( m_pBinormals );

    return S_OK;
}
Exemple #5
0
//-----------------------------------------------------------------------------
// Name: DeleteDeviceObjects
// Desc:
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::DeleteDeviceObjects()
{
    HRESULT hr;

    m_pFont->DeleteDeviceObjects();
    m_pFontSmall->DeleteDeviceObjects();

    if(FAILED(hr = m_Water.OnDestroyDevice()))
        return hr;

    if(FAILED(hr = m_Environment.OnDestroyDevice()))
        return hr;

    SAFE_RELEASE(m_pFloorTex);
    SAFE_RELEASE(m_pSkyCubeTex);

    for(UINT i = 0; i < 6; i++)
        SAFE_RELEASE(m_pSkyTex[i]);


    return S_OK;
}
Exemple #6
0
//-----------------------------------------------------------------------------
// Name: DeleteDeviceObjects()
// Desc: Called when the app is exiting, or the device is being changed,
//       this function deletes any device dependent objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::DeleteDeviceObjects()
{
    m_pFont->DeleteDeviceObjects();

    m_pTerrain->Destroy();
    m_pSkyBox->Destroy();

    for( DWORD i=0; i<NUMTREETEXTURES; i++ )
        SAFE_RELEASE( m_pTreeTextures[i] );

    SAFE_RELEASE( m_pTreeVB )

    return S_OK;
}
Exemple #7
0
//-----------------------------------------------------------------------------
// Name: DeleteDeviceObjects()
// Desc: Called when the app is exiting, or the device is being changed,
//       this function deletes any device dependent objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::DeleteDeviceObjects()
{
    m_pFont->DeleteDeviceObjects();

    for( UINT i=0; i<m_dwNumMaterials; i++ )
        SAFE_RELEASE( m_pMeshTextures[i] );
    SAFE_DELETE_ARRAY( m_pMeshTextures );
    SAFE_DELETE_ARRAY( m_pMeshMaterials );

    m_MeshAttrSorted.ReleaseAll();
    m_MeshStripReordered.ReleaseAll();
    m_MeshVertexCacheOptimized.ReleaseAll();

    m_dwNumMaterials = 0;

    return S_OK;
}