void Texture::doUnload(void) { if (bgfx::isValid(m_texture_handle)) { bgfx::destroyTexture(m_texture_handle); m_texture_handle = BGFX_INVALID_HANDLE; } m_data.clear(); m_size = 0; onEmpty(); }
void Animation::doUnload(void) { IAllocator& allocator = getAllocator(); allocator.deallocate(m_positions); allocator.deallocate(m_rotations); allocator.deallocate(m_bones); m_rotations = nullptr; m_positions = nullptr; m_bones = nullptr; m_frame_count = 0; m_size = 0; onEmpty(); }
void Model::doUnload(void) { for (int i = 0; i < m_meshes.size(); ++i) { removeDependency(*m_meshes[i].getMaterial()); m_resource_manager.get(ResourceManager::MATERIAL) ->unload(*m_meshes[i].getMaterial()); } m_meshes.clear(); m_bones.clear(); m_lods.clear(); m_geometry_buffer_object.clear(); m_size = 0; onEmpty(); }
void LuaScript::doUnload() { m_size = 0; onEmpty(); }