예제 #1
0
파일: CBitmap.cpp 프로젝트: pikzen/Crescent
void CBitmap::Shutdown()
{
	ReleaseTexture();
	ShutdownBuffers();

	return;
}
예제 #2
0
void ModelClass::Shutdown(OpenGLClass* OpenGL)
{
	// Release the vertex and index buffers.
	ShutdownBuffers(OpenGL);

	return;
}
예제 #3
0
void OrthoWindow::Shutdown()
{
	// Release the vertex and index buffers.
	ShutdownBuffers();

	return;
}
예제 #4
0
파일: Model.cpp 프로젝트: Lanowen/DGEngine
Model::~Model()
{
	ReleaseTexture();
	ShutdownBuffers();
	ReleaseModel();

}
예제 #5
0
void ModelClass::Shutdown()
{
	// 释放顶点和索引缓冲. 
	ShutdownBuffers();

	return;
}
예제 #6
0
void Water::Shutdown()
{
	// Release the vertex and index buffers.
	ShutdownBuffers();

	return;
}
예제 #7
0
void ModelClass::Shutdown()
{
	// Shutdown the vertex and index buffers.
	ShutdownBuffers();

	return;
}
예제 #8
0
void Model::Shutdown()
{
	ReleaseTexture();	
	ShutdownBuffers();
	ReleaseModel();
	return;
}
예제 #9
0
void ModelClass::Shutdown()
{
	//정점 버퍼와 인덱스 버퍼를 해제합니다.
	ShutdownBuffers();

	return;
}
예제 #10
0
파일: bitmap.cpp 프로젝트: roygaogit/D3DLib
	void Bitmap::Shutdown()
	{
		// Shutdown the vertex and index buffers.
		ShutdownBuffers();

		return;
	}
예제 #11
0
void TerrainClass::Shutdown()
{
    // Release the vertex and index buffer.
    ShutdownBuffers();

    return;
}
void DebugWindowClass::Shutdown()
{
	// Shutdown the vertex and index buffers.
	ShutdownBuffers();

	return;
}
예제 #13
0
void StaticMeshComponent::Shutdown()
{
	ReleaseTexture();
	ShutdownBuffers();
	ReleaseModel();
	return;
}
예제 #14
0
파일: bitmap.cpp 프로젝트: steve7987/Stick
void Bitmap::Shutdown()
{
	// Release the model texture.
	ReleaseTexture();

	// Shutdown the vertex and index buffers.
	ShutdownBuffers();
}
//Shutdown Particle System
void CParticleSystem::Shutdown()
{
	//Release Buffers
	ShutdownBuffers();

	//Release Particle System
	ShutdownParticleSystem();
}
예제 #16
0
파일: Bitmap.cpp 프로젝트: Lanowen/DGEngine
Bitmap::~Bitmap()
{
	if(!shared){
		ReleaseTexture();

		ShutdownBuffers();
	}
}
예제 #17
0
파일: Instance.cpp 프로젝트: Borzen/Awe
void Instance::Shutdown()
{

	// Shutdown the vertex and instance buffers.
	ShutdownBuffers();

	return;
}
예제 #18
0
CTerrain::~CTerrain()
{
	if (mpTerrainTiles != nullptr)
	{
		for (int i = 0; i < mHeight; ++i)
		{
			delete[] mpTerrainTiles[i];
			logger->GetInstance().MemoryDeallocWriteLine(typeid(mpTerrainTiles[i]).name());
			mpTerrainTiles[i] = nullptr;
		}
		delete[] mpTerrainTiles;
		mpTerrainTiles = nullptr;
		logger->GetInstance().MemoryDeallocWriteLine(typeid(mpTerrainTiles).name());
	}

	// Output dealloc message to memory log.
	logger->GetInstance().MemoryDeallocWriteLine(typeid(this).name());

	if (mpPatchMap != nullptr)
	{
		mpPatchMap->Shutdown();
		delete mpPatchMap;
	}

	for (unsigned int i = 0; i < kmNumberOfTextures; i++)
	{
		mpTextures[i]->Shutdown();
		delete mpTextures[i];
	}

	delete[] mpTextures;

	for (unsigned int i = 0; i < kNumberOfGrassTextures; i++)
	{
		mpGrassTextures[i]->Shutdown();
		delete mpGrassTextures[i];
	}

	delete[] mpGrassTextures;

	for (unsigned int i = 0; i < kNumberOfRockTextures; i++)
	{
		mpRockTextures[i]->Shutdown();
		delete mpRockTextures[i];
	}
	
	if (mpWater)
	{
		mpWater->Shutdown();
		delete mpWater;
	}

	delete[] mpRockTextures;
	
	ReleaseHeightMap();

	ShutdownBuffers();
}
예제 #19
0
void HexMapClass::Shutdown(){
	// Release the model texture.
	ReleaseTexture();

	// Shutdown the vertex and index buffers.
	ShutdownBuffers();

	return;
}
예제 #20
0
void ModelClass::Shutdown()
{
	ReleaseTexture();

	// Shutdown the vertex and index buffers.
	ShutdownBuffers();

	return;
}
예제 #21
0
void TerrainClass::Shutdown()
{
	// Release the vertex and index buffer.
	ShutdownBuffers();

	// Release the height map data.
	ShutdownHeightMap();

	return;
}
예제 #22
0
void ParticleSystemClass::Shutdown()
{
	ShutdownBuffers();

	ShutdownParticleSystem();

	ReleaseTexture();

	return;
}
void  ModelTriangle::Shutdown()
{
	// Release the model texture.
	ReleaseTexture();

	// Shutdown the vertex and index buffers.
	ShutdownBuffers();

	return;
}
예제 #24
0
void SkeletonClass::Shutdown()
{
	// Release the vertex and index buffers.
	ShutdownBuffers();

	// Release the Skeleton data.
	ReleaseSkeleton();

	return;
}
예제 #25
0
void ParticleModel::Shutdown()
{
	// Release the buffers.
	ShutdownBuffers();

	// Release the particle system.
	ShutdownParticleSystem();

	return;
}
예제 #26
0
void BitmapClass::Shutdown()
{
	// Release the bitmap texture.
	ReleaseTexture();

	// Shutdown the vertex and index buffers.
	ShutdownBuffers();

	return;
}
예제 #27
0
void Water::Shutdown()
{
	// Release the model texture.
	ReleaseTexture();

	// Release the vertex and index buffers.
	ShutdownBuffers();

	return;
}
예제 #28
0
void ModelClass::Shutdown()
{
    // Release the vertex and index buffers.
    ShutdownBuffers();

    // Release the model data.
    ReleaseModel();

    return;
}
예제 #29
0
void ModelClass::Shutdown()
{
	//release the model texture
	ReleaseTextures();

	//release the vertex and index buffers
	ShutdownBuffers();

	//release model data
	ReleaseModel();
}
예제 #30
0
void ParticleContext::Shutdown()
{
	ShutdownBuffers();

	// Release the color shader object.
	if(m_particleShader)
	{
		m_particleShader->Shutdown();
		delete m_particleShader;
		m_particleShader = 0;
	}
}