void PropsDemo::onLostDevice() { mGfxStats->onLostDevice(); mTerrain->onLostDevice(); mWater->onLostDevice(); HR(mFX->OnLostDevice()); HR(mGrassFX->OnLostDevice()); }
void WaterDemo::onLostDevice() { mGfxStats->onLostDevice(); mSky->onLostDevice(); mWater->onLostDevice(); HR(mFX->OnLostDevice()); }
void Game::onLostDevice() { HR(mFX->OnLostDevice()); HR(mFont->OnLostDevice()); gMyGameWorld->OnLostDevice(); mSprite->OnLostDevice(); }
//----------------------------------------------------------------------------- // Name: InvalidateDeviceObjects() // Desc: Called when the device-dependent objects are about to be lost. //----------------------------------------------------------------------------- HRESULT CMyD3DApplication::InvalidateDeviceObjects() { m_pShinyTeapot->InvalidateDeviceObjects(); m_pSkyBox->InvalidateDeviceObjects(); m_pFont->InvalidateDeviceObjects(); if(m_pEffect) m_pEffect->OnLostDevice(); return S_OK; }
//////////////////////////////////////////////////////////////// // // CEffectTemplateImpl::OnLostDevice // // Release device stuff // //////////////////////////////////////////////////////////////// void CEffectTemplateImpl::OnLostDevice ( void ) { m_pD3DEffect->OnLostDevice (); }
void RobotArmDemo::onLostDevice() { mGfxStats->onLostDevice(); HR(mFX->OnLostDevice()); }
void MirrorDemo::onLostDevice() { mGfxStats->onLostDevice(); HR(mFX->OnLostDevice()); }
void TriPickDemo::onLostDevice() { HR(m_FX->OnLostDevice()); HR(m_pCharacter->GetEffect()->OnLostDevice()); }
void SolarSysDemo::onLostDevice() { mGfxStats->onLostDevice(); HR(mFX->OnLostDevice()); }
void ProjTexDemo::onLostDevice() { mGfxStats->onLostDevice(); mSky->onLostDevice(); HR(mFX->OnLostDevice()); }
void TiledGroundDemo::onLostDevice() { mGfxStats->onLostDevice(); HR(mFX->OnLostDevice()); }
void SpotlightDemo::onLostDevice() { mGfxStats->onLostDevice(); HR(mFX->OnLostDevice()); }
void XFileDemo::onLostDevice() { mGfxStats->onLostDevice(); HR(mFX->OnLostDevice()); }
void TriGridDemo::onLostDevice() { mGfxStats->onLostDevice(); HR(mFX->OnLostDevice()); }
void AmbientDiffuseDemo::onLostDevice() { mGfxStats->onLostDevice(); HR(mFX->OnLostDevice()); }
void Evolution::onLostDevice() { mGfxStats->onLostDevice(); HR(mFont->OnResetDevice()); HR(mFX->OnLostDevice()); }
void DiffuseCubeDemo::onLostDevice() { mGfxStats->onLostDevice(); HR(mFX->OnLostDevice()); }
void MultiTexDemo::onLostDevice() { mGfxStats->onLostDevice(); HR(mFX->OnLostDevice()); }
void SphereCylDemo::onLostDevice() { mGfxStats->onLostDevice(); HR(mFX->OnLostDevice()); }