void IndexBuffer::OnDeviceReset() { if (!object_) { Create(); dataLost_ = !UpdateToGPU(); } else if (dataPending_) dataLost_ = !UpdateToGPU(); dataPending_ = false; }
void VertexBuffer::OnDeviceReset() { if (pool_ == D3DPOOL_DEFAULT || !object_) { Create(); dataLost_ = !UpdateToGPU(); } else if (dataPending_) dataLost_ = !UpdateToGPU(); dataPending_ = false; }
void VertexBuffer::OnDeviceReset() { // Dynamic buffers are in the default pool and need to be recreated after device reset if (dynamic_ || !object_.ptr_) { Create(); dataLost_ = !UpdateToGPU(); } else if (dataPending_) dataLost_ = !UpdateToGPU(); dataPending_ = false; }