//************************************************************************************************************* void UninitScene() { streamer.Destroy(); WaitForSingleObject(worker.GetHandle(), 3000); worker.Close(); if( masteringvoice ) masteringvoice->DestroyVoice(); if( xaudio2 ) xaudio2->Release(); // don't do this, ever!!! system1.~ParticleSystem(); for( int i = 0; i < NUM_DWARFS; ++i ) dwarfs[i].~AnimatedMesh(); SAFE_RELEASE(skyeffect); SAFE_RELEASE(skymesh); SAFE_RELEASE(skytex); SAFE_RELEASE(text); SAFE_RELEASE(mesh); SAFE_RELEASE(effect); SAFE_RELEASE(texture1); SAFE_RELEASE(texture2); DXKillAnyRogueObject(); //CoUninitialize(); }
//************************************************************************************************************* void UninitScene() { SAFE_RELEASE(exponential); SAFE_RELEASE(convolution); SAFE_RELEASE(variance); SAFE_RELEASE(expvariance); SAFE_RELEASE(boxblur5x5); SAFE_RELEASE(pcf5x5); SAFE_RELEASE(pcss); SAFE_RELEASE(pcfirreg); SAFE_RELEASE(vertexdecl); SAFE_RELEASE(skull); SAFE_RELEASE(box); SAFE_RELEASE(shadowmap); SAFE_RELEASE(noise); SAFE_RELEASE(sincoeffs); SAFE_RELEASE(coscoeffs); SAFE_RELEASE(blurARGB8); SAFE_RELEASE(blurRGBA32F); SAFE_RELEASE(text); SAFE_RELEASE(texture1); SAFE_RELEASE(texture2); SAFE_RELEASE(texture3); DXKillAnyRogueObject(); }
//************************************************************************************************************* void UninitScene() { SAFE_RELEASE(skyeffect); SAFE_RELEASE(hdreffect); SAFE_RELEASE(fresnel); SAFE_RELEASE(skymesh); SAFE_RELEASE(mesh1); SAFE_RELEASE(mesh2); SAFE_RELEASE(mesh3); SAFE_RELEASE(text); SAFE_RELEASE(texture); SAFE_RELEASE(fresneltexture); SAFE_RELEASE(skytexture); SAFE_RELEASE(roughspecular); SAFE_RELEASE(vertexdecl); SAFE_RELEASE(scenesurface); SAFE_RELEASE(scenetarget); SAFE_RELEASE(ghostsurfaces[0]); SAFE_RELEASE(ghostsurfaces[1]); SAFE_RELEASE(ghosttargets[0]); SAFE_RELEASE(ghosttargets[1]); SAFE_RELEASE(aftersurfaces[0]); SAFE_RELEASE(aftersurfaces[1]); SAFE_RELEASE(afterimages[0]); SAFE_RELEASE(afterimages[1]); for( int i = 0; i < 6; ++i ) { SAFE_RELEASE(avglumsurfaces[i]); SAFE_RELEASE(avglumtargets[i]); } for( int i = 0; i < 5; ++i ) { SAFE_RELEASE(dssurfaces[i]); SAFE_RELEASE(blursurfaces[i]); SAFE_RELEASE(dstargets[i]); SAFE_RELEASE(blurtargets[i]); } for( int i = 0; i < 4; ++i ) { for( int j = 0; j < 2; ++j ) { SAFE_RELEASE(starsurfaces[i][j]); SAFE_RELEASE(startargets[i][j]); } } DXKillAnyRogueObject(); }
void UninitScene() { delete palm; delete sandplane; delete waterplane; SAFE_RELEASE(refractsurf); SAFE_RELEASE(reflectsurf); SAFE_RELEASE(occludersurf); SAFE_RELEASE(blursurf); SAFE_RELEASE(sceneldrsurf); SAFE_RELEASE(bloomsurf1); SAFE_RELEASE(bloomsurf2); SAFE_RELEASE(refraction); SAFE_RELEASE(reflection); SAFE_RELEASE(occluders); SAFE_RELEASE(blurtex); SAFE_RELEASE(sceneldr); SAFE_RELEASE(bloomtex1); SAFE_RELEASE(bloomtex2); SAFE_RELEASE(skymesh); SAFE_RELEASE(quaddecl); SAFE_RELEASE(skyeffect); SAFE_RELEASE(ambient); SAFE_RELEASE(specular); SAFE_RELEASE(water); SAFE_RELEASE(bloom); SAFE_RELEASE(godray); SAFE_RELEASE(skytex); SAFE_RELEASE(bark); SAFE_RELEASE(leaves); SAFE_RELEASE(sand); SAFE_RELEASE(waves); DXKillAnyRogueObject(); }