void xprAppFinalize()
{
	remoteConfigFree(config);
	Cloth_free(cloth);
	meshFree(ballMesh);
	meshFree(floorMesh);
	meshFree(bgMesh);
	materialFree(shadowMapMtl);
	materialFree(sceneMtl);
	materialFree(bgMtl);
	xprTextureFree(texture);
	appFree(app);
}
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/*-----------------------------------------------------------------------------
    Name        : lodFree
    Description : frees LOD
    Inputs      :
    Outputs     :
    Return      :
----------------------------------------------------------------------------*/
void lodFree(lodinfo *LOD)
{
    sdword i;
    void *pData;

    for (i=0;i<LOD->nLevels;i++)
    {
        pData = LOD->level[i].pData;
        switch (LOD->level[i].flags)
        {
            case LT_Mesh:
                if ((pData != defaultmesh) && (pData != NULL))
                {
                    meshFree((meshdata *)pData);
                }
                dbgAssert(LOD->level[i].hBindings != NULL);
                meshBindingListDelete(LOD->level[i].hBindings);
                break;

            default:        // later add other stuff you want to free such as sprites Luke.
                break;
        }
    }

    memFree(LOD);
}
Esempio n. 3
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void crAppFinalize()
{
	meshFree(meshBg);
	materialFree(mtlText);
	Label_free(label);
	appFree(app);
}
Esempio n. 4
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Mesh *meshObjNew(const char *data)
{
	Mesh *processed = meshObjProcess(data);
	Mesh *indexed = meshObjIndex(processed);

	meshFree(processed);

	return indexed;
}