Пример #1
0
    RenderTarget::~RenderTarget()
    {
        // make a copy of the list to avoid crashes, the viewport destructor change the list
        ViewportList vlist = mViewportList;
        
        // Delete viewports
        for (ViewportList::iterator i = vlist.begin();
            i != vlist.end(); ++i)
        {
            fireViewportRemoved(i->second);
            OGRE_DELETE (*i).second;
        }

        //DepthBuffer keeps track of us, avoid a dangling pointer
        detachDepthBuffer();


        // Write closing message
        LogManager::getSingleton().stream(LML_TRIVIAL)
            << "Render Target '" << mName << "' "
            << "Average FPS: " << mStats.avgFPS << " "
            << "Best FPS: " << mStats.bestFPS << " "
            << "Worst FPS: " << mStats.worstFPS; 

    }
Пример #2
0
    //-----------------------------------------------------------------------
    void RenderTarget::removeViewport(int ZOrder)
    {
        ViewportList::iterator it = mViewportList.find(ZOrder);

        if (it != mViewportList.end())
        {
            fireViewportRemoved((*it).second);
            OGRE_DELETE (*it).second;
            mViewportList.erase(ZOrder);
        }
    }
Пример #3
0
    void RenderTarget::removeAllViewports(void)
    {


        for (ViewportList::iterator it = mViewportList.begin(); it != mViewportList.end(); ++it)
        {
            fireViewportRemoved(it->second);
            OGRE_DELETE (*it).second;
        }

        mViewportList.clear();

    }
Пример #4
0
    void RenderTarget::removeAllViewports(void)
    {
        // make a copy of the list to avoid crashes, the viewport destructor change the list
        ViewportList vlist = mViewportList;

        for (ViewportList::iterator it = vlist.begin(); it != vlist.end(); ++it)
        {
            fireViewportRemoved(it->second);
            OGRE_DELETE (*it).second;
        }

        mViewportList.clear();

    }
Пример #5
0
    RenderTarget::~RenderTarget()
    {
        // Delete viewports
        for (ViewportList::iterator i = mViewportList.begin();
            i != mViewportList.end(); ++i)
        {
            fireViewportRemoved(i->second);
            OGRE_DELETE (*i).second;
        }


        // Write closing message
		LogManager::getSingleton().stream(LML_TRIVIAL)
			<< "Render Target '" << mName << "' "
			<< "Average FPS: " << mStats.avgFPS << " "
			<< "Best FPS: " << mStats.bestFPS << " "
			<< "Worst FPS: " << mStats.worstFPS; 

    }
Пример #6
0
    RenderTarget::~RenderTarget()
    {
        // Delete viewports
        for (ViewportList::iterator i = mViewportList.begin();
            i != mViewportList.end(); ++i)
        {
            fireViewportRemoved(i->second);
            delete (*i).second;
        }


        // Write closing message
		StringUtil::StrStreamType msg;
		msg << "Render Target '" << mName << "' "
			<< "Average FPS: " << mStats.avgFPS << " "
			<< "Best FPS: " << mStats.bestFPS << " "
			<< "Worst FPS: " << mStats.worstFPS; 
        LogManager::getSingleton().logMessage(msg.str());

    }