Esempio n. 1
0
//--------------------------------------------------------------------------------------
// Name: Destroy()
// Desc: 
//--------------------------------------------------------------------------------------
VOID CSample::Destroy()
{
    if( m_pPhysicallyBasedLightingConstantBuffer ) m_pPhysicallyBasedLightingConstantBuffer->Release();

    // Release textures
    if( m_pLogoTexture ) m_pLogoTexture->Release();

    // Free mesh
    FreeMeshes();
}
Esempio n. 2
0
//--------------------------------------------------------------------------------------
// Name: Destroy()
// Desc: 
//--------------------------------------------------------------------------------------
VOID CSample::Destroy()
{
    if ( m_pShadowMapConstantBuffer ) m_pShadowMapConstantBuffer->Release();
    if ( m_pOverlayConstantBuffer ) m_pOverlayConstantBuffer->Release();
    if ( m_pPerPixelLightingConstantBuffer ) m_pPerPixelLightingConstantBuffer->Release();
    if ( m_pDepthConstantBuffer ) m_pDepthConstantBuffer->Release();

    // Release textures
    if( m_pLogoTexture ) m_pLogoTexture->Release();

    // Free mesh and FBO resources
    FreeMeshes();
    FreeShadowMapFBO();
    FreeLightingFBO();
}
Esempio n. 3
0
//--------------------------------------------------------------------------------------
// Name: Destroy()
// Desc: 
//--------------------------------------------------------------------------------------
VOID CSample::Destroy()
{
    // Delete shader programs
    if( m_hShadowMapShader )        glDeleteProgram( m_hShadowMapShader );
    if( m_hShadowMapPCFShader )     glDeleteProgram( m_hShadowMapPCFShader );
    if( m_hPerPixelLightingShader ) glDeleteProgram( m_hPerPixelLightingShader );
    if( m_hOverlayShader )          glDeleteProgram( m_hOverlayShader );
    if( m_hDepthShader )            glDeleteProgram( m_hDepthShader );

    // Release textures
    if( m_pLogoTexture ) m_pLogoTexture->Release();

    // Free mesh and FBO resources
    FreeMeshes();
    FreeShadowMapFBO();
    FreeLightingFBO();
}
Esempio n. 4
0
//--------------------------------------------------------------------------------------
// Name: Destroy()
// Desc: 
//--------------------------------------------------------------------------------------
VOID CSample::Destroy()
{
    // Delete shader programs
	for(int i=0;i<NUM_SHADERS;++i)
	{
		if( m_Shaders[i] ) 
			glDeleteProgram( m_Shaders[i] );
	}
    
    if( m_hOverlayShader ) glDeleteProgram( m_hOverlayShader );

    // Release textures
    if( m_pLogoTexture ) m_pLogoTexture->Release();

    // Free mesh
    FreeMeshes();
}
DynamicMeshManager::~DynamicMeshManager()
{
	FreeMeshes();
}