//----------------------------------------------------------------------------- // Name: InvalidateDeviceObjects() // Desc: Called when the device-dependent objects are about to be lost. //----------------------------------------------------------------------------- HRESULT CMyD3DApplication::InvalidateDeviceObjects() { m_pFont->InvalidateDeviceObjects(); m_pObject->InvalidateDeviceObjects(); return S_OK; }
//----------------------------------------------------------------------------- // Name: InvalidateDeviceObjects() // Desc: Called when the device-dependent objects are about to be lost. //----------------------------------------------------------------------------- HRESULT CMyD3DApplication::InvalidateDeviceObjects() { m_pTerrain->InvalidateDeviceObjects(); m_pSkyBox->InvalidateDeviceObjects(); m_pFont->InvalidateDeviceObjects(); return S_OK; }
//----------------------------------------------------------------------------- // Name: InvalidateDeviceObjects() // Desc: //----------------------------------------------------------------------------- HRESULT CMyD3DApplication::InvalidateDeviceObjects() { m_pFont->InvalidateDeviceObjects(); m_MeshAttrSorted.ReleaseLocalMeshes(); m_MeshStripReordered.ReleaseLocalMeshes(); m_MeshVertexCacheOptimized.ReleaseLocalMeshes(); return S_OK; }
//----------------------------------------------------------------------------- // Name: InvalidateDeviceObjects() // Desc: Called when the device-dependent objects are about to be lost. //----------------------------------------------------------------------------- HRESULT CMyD3DApplication::InvalidateDeviceObjects() { m_pShinyTeapot->InvalidateDeviceObjects(); m_pSkyBox->InvalidateDeviceObjects(); m_pFont->InvalidateDeviceObjects(); if(m_pEffect) m_pEffect->OnLostDevice(); return S_OK; }
//----------------------------------------------------------------------------- // Name: InvalidateDeviceObjects // Desc: //----------------------------------------------------------------------------- HRESULT CMyD3DApplication::InvalidateDeviceObjects() { HRESULT hr; m_pFont->InvalidateDeviceObjects(); m_pFontSmall->InvalidateDeviceObjects(); if(FAILED(hr = m_Water.OnLostDevice())) return hr; if(FAILED(hr = m_Environment.OnLostDevice())) return hr; SAFE_RELEASE(m_pRenderToSurface); SAFE_RELEASE(m_pEffect); SAFE_RELEASE(m_pCausticSurf); SAFE_RELEASE(m_pCausticTex); return S_OK; }