bool IndexBufferD3D11::free() { saferelease (_indexBuffer); saferelease (_resourceView); return true; }
bool DepthSurfaceD3D11::free() { saferelease(_depthShaderResourceView); saferelease(_depthSurface); saferelease(_depthTexture); return true; }
bool BackbufferSurfaceD3D11::free() { SurfaceD3D11::free(); if (_swapChain) { saferelease(_resource); } return true; }
sound::~sound() { stop(); saferelease(secondarysb); release(); }
sound_manager::~sound_manager() { saferelease(primarysb); saferelease(dxs); }
sim::plate::~plate() { saferelease(vertbuff); }