void Game_Deinit() { if(pModel) MFModel_Destroy(pModel); MFRenderer_Destroy(pRenderer); }
void Game_Deinit(void *pUserData) { if(pModel) MFModel_Release(pModel); MFStateBlock_Destroy(pDefaultStates); MFRenderer_Destroy(pRenderer); }
void Game_Deinit() { MFStateBlock_Destroy(pPrismStateBlock); MFStateBlock_Destroy(pPrismMeshStateBlock); MFVertex_ReleaseVertexBuffer(pPrismVertexBuffer); MFStateBlock_Destroy(pBoxStateBlock); MFStateBlock_Destroy(pBoxMeshStateBlock); MFVertex_ReleaseVertexBuffer(pBoxVertexBuffer); MFVertex_ReleaseVertexDeclaration(pVertexDecl); MFMaterial_Release(pPrismRenderTarget); MFRenderer_Destroy(pRenderer); }
void Game_Deinit() { MFRenderer_Destroy(pRenderer); }
void Game_Deinit(void *pUserData) { HKUserInterface::Deinit(); MFRenderer_Destroy(pRenderer); }
void Game_Deinit(void *pUserData) { MFModel_Release(pModel); MFRenderer_Destroy(pRenderer); }