Exemple #1
0
void Direct3D_Shutdown()
{
    if (spriteobj) spriteobj->Release();

    if (d3ddev) d3ddev->Release();
    if (d3d) d3d->Release();
}
Exemple #2
0
void dx9vid_shutdown()
{
   g_screenSprite->Release(); // release the screen sprite
   g_screenTex->Release(); // release the screen texture
   d3ddev->Release();    // close and release the 3D device
   d3d->Release();    // close and release Direct3D
}
Exemple #3
0
static void resetAdditions()
{
	if(imagetex)
		imagetex->Release();
	imagetex = NULL;

	if(sprite)
		sprite->Release();	
	sprite = NULL;
}
Exemple #4
0
	void ShutdownGraphics() {
		if(spriteHandler) {
			spriteHandler->Release();
		}
		if(device) {
			device->Release();
		}
		if(d3d) {
			d3d->Release();
		}
	}
Exemple #5
0
//-----------------------------------------------------------------------------
// Name: Cleanup()
// Desc: Releases all previously initialized objects
//-----------------------------------------------------------------------------
VOID Cleanup()
{
	if (sprite != NULL)
		sprite->Release();
	if( renderDevice != NULL ) 
		renderDevice->Release();
	if( g_pD3D != NULL )       
		g_pD3D->Release();
	if( bg != NULL)
		delete bg;
}
Exemple #6
0
void cleanD3d(void) {
    d3d9VertexBuffer1->Release();
    d3d9VertexBuffer2->Release();
    if (mesh1 != NULL) mesh1->Release();
    if (mesh2 != NULL) mesh2->Release();
    if (mesh3 != NULL) mesh3->Release();
    if (texture1 != NULL) texture1->Release();
    if (texture2 != NULL) texture2->Release();
    if (texture3 != NULL) texture3->Release();
    if (sprite != NULL) sprite->Release();
    if (spriteTexture != NULL) spriteTexture->Release();
    if (legendSprite != NULL) legendSprite->Release();
    if (legendTexture != NULL) legendTexture->Release();
    for (DWORD i = 0; i < numMaterials; i++)
        //	customized cause I use textures from resources
        if ((i != 1) && (i != 3) && (i != 4) && (i != 6) && planeTexture[i] != NULL)
            planeTexture[i]->Release();
    d3d9dev->Release();
    d3d9->Release();
    return;
}
void TextBox::Render()
{
	LPD3DXSPRITE sprite;
	D3DXCreateSprite(device, &sprite);
	sprite->Begin(0);

	if (!masked) font->DrawText(sprite, (label + text).c_str(), -1, &surface, DT_LEFT|DT_NOCLIP, color);
	else
	{
		std::string mask = "";
		for(unsigned int i = 0; i < text.length(); ++i)
			mask.push_back('*');

		font->DrawText(sprite, (label + mask).c_str(), -1, &surface, DT_LEFT|DT_NOCLIP,  color);
	}

	sprite->End();
	sprite->Release();
}