void SpriteData::Cleanup() { for (int cellIndex = 0; cellIndex < cells.GetSize(); cellIndex++) { SpriteCell *cell = &cells[cellIndex]; #if USE_HAVOK_PHYSICS_2D if (cell->shape != NULL) { VASSERT(cell->shape->getReferenceCount() == 1); cell->shape->removeReference(); cell->shape = NULL; } if (cell->shape3d != NULL) { VASSERT(cell->shape3d->getReferenceCount() == 1); cell->shape3d->removeReference(); cell->shape3d = NULL; } #endif // USE_HAVOK_PHYSICS_2D } cells.RemoveAll(); states.RemoveAll(); stateNameToIndex.Reset(); V_SAFE_RELEASE(textureAnimation); V_SAFE_RELEASE(spriteSheetTexture); }
VTerrainSectorRenderLoop::~VTerrainSectorRenderLoop() { #if ( defined(_VR_DX9) && defined(WIN32) ) V_SAFE_RELEASE(pLockableSurface); V_SAFE_RELEASE(pLockableTexture); V_SAFE_RELEASE(pRenderTarget); V_SAFE_RELEASE(pSurface); V_SAFE_RELEASE(pTexture); #endif }
/// \brief /// Destructor VOVERRIDE ~VisDebugShadingRenderLoop_cl() { V_SAFE_RELEASE(m_pMultiVisZoneTex); }