void ReleaseRenderTargets( void ) { s_pPowerOfTwoFrameBufferTexture.Shutdown(); s_pCameraTexture.Shutdown(); s_pWaterReflectionTexture.Shutdown(); s_pWaterRefractionTexture.Shutdown(); s_pQuarterSizedFB0.Shutdown(); s_pQuarterSizedFB1.Shutdown(); s_pFullFrameDepthTexture.Shutdown(); s_pScopeTexture.Shutdown(); for (int i=0; i<MAX_FB_TEXTURES; ++i) s_pFullFrameFrameBufferTexture[i].Shutdown(); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CMiniViewportEngineRenderArea::ShutdownSceneMaterials() { m_ScreenBuffer.Shutdown(); m_ScreenMaterial.Shutdown(); }
void CSceneViewerApp::ShutdownDefaultEnvCubemap( ) { CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); pRenderContext->BindLocalCubemap( NULL ); m_DefaultEnvCubemap.Shutdown( ); }
//----------------------------------------------------------------------------- // Called when the layoff texture needs to be released //----------------------------------------------------------------------------- void CMiniViewportEngineRenderArea::ReleaseLayoffTexture() { m_ScreenBuffer.Shutdown(); m_ScreenMaterial.Shutdown(); }