void CBitmap::Shutdown() { ReleaseTexture(); ShutdownBuffers(); return; }
void ModelClass::Shutdown(OpenGLClass* OpenGL) { // Release the vertex and index buffers. ShutdownBuffers(OpenGL); return; }
void OrthoWindow::Shutdown() { // Release the vertex and index buffers. ShutdownBuffers(); return; }
Model::~Model() { ReleaseTexture(); ShutdownBuffers(); ReleaseModel(); }
void ModelClass::Shutdown() { // 释放顶点和索引缓冲. ShutdownBuffers(); return; }
void Water::Shutdown() { // Release the vertex and index buffers. ShutdownBuffers(); return; }
void ModelClass::Shutdown() { // Shutdown the vertex and index buffers. ShutdownBuffers(); return; }
void Model::Shutdown() { ReleaseTexture(); ShutdownBuffers(); ReleaseModel(); return; }
void ModelClass::Shutdown() { //정점 버퍼와 인덱스 버퍼를 해제합니다. ShutdownBuffers(); return; }
void Bitmap::Shutdown() { // Shutdown the vertex and index buffers. ShutdownBuffers(); return; }
void TerrainClass::Shutdown() { // Release the vertex and index buffer. ShutdownBuffers(); return; }
void DebugWindowClass::Shutdown() { // Shutdown the vertex and index buffers. ShutdownBuffers(); return; }
void StaticMeshComponent::Shutdown() { ReleaseTexture(); ShutdownBuffers(); ReleaseModel(); return; }
void Bitmap::Shutdown() { // Release the model texture. ReleaseTexture(); // Shutdown the vertex and index buffers. ShutdownBuffers(); }
//Shutdown Particle System void CParticleSystem::Shutdown() { //Release Buffers ShutdownBuffers(); //Release Particle System ShutdownParticleSystem(); }
Bitmap::~Bitmap() { if(!shared){ ReleaseTexture(); ShutdownBuffers(); } }
void Instance::Shutdown() { // Shutdown the vertex and instance buffers. ShutdownBuffers(); return; }
CTerrain::~CTerrain() { if (mpTerrainTiles != nullptr) { for (int i = 0; i < mHeight; ++i) { delete[] mpTerrainTiles[i]; logger->GetInstance().MemoryDeallocWriteLine(typeid(mpTerrainTiles[i]).name()); mpTerrainTiles[i] = nullptr; } delete[] mpTerrainTiles; mpTerrainTiles = nullptr; logger->GetInstance().MemoryDeallocWriteLine(typeid(mpTerrainTiles).name()); } // Output dealloc message to memory log. logger->GetInstance().MemoryDeallocWriteLine(typeid(this).name()); if (mpPatchMap != nullptr) { mpPatchMap->Shutdown(); delete mpPatchMap; } for (unsigned int i = 0; i < kmNumberOfTextures; i++) { mpTextures[i]->Shutdown(); delete mpTextures[i]; } delete[] mpTextures; for (unsigned int i = 0; i < kNumberOfGrassTextures; i++) { mpGrassTextures[i]->Shutdown(); delete mpGrassTextures[i]; } delete[] mpGrassTextures; for (unsigned int i = 0; i < kNumberOfRockTextures; i++) { mpRockTextures[i]->Shutdown(); delete mpRockTextures[i]; } if (mpWater) { mpWater->Shutdown(); delete mpWater; } delete[] mpRockTextures; ReleaseHeightMap(); ShutdownBuffers(); }
void HexMapClass::Shutdown(){ // Release the model texture. ReleaseTexture(); // Shutdown the vertex and index buffers. ShutdownBuffers(); return; }
void ModelClass::Shutdown() { ReleaseTexture(); // Shutdown the vertex and index buffers. ShutdownBuffers(); return; }
void TerrainClass::Shutdown() { // Release the vertex and index buffer. ShutdownBuffers(); // Release the height map data. ShutdownHeightMap(); return; }
void ParticleSystemClass::Shutdown() { ShutdownBuffers(); ShutdownParticleSystem(); ReleaseTexture(); return; }
void ModelTriangle::Shutdown() { // Release the model texture. ReleaseTexture(); // Shutdown the vertex and index buffers. ShutdownBuffers(); return; }
void SkeletonClass::Shutdown() { // Release the vertex and index buffers. ShutdownBuffers(); // Release the Skeleton data. ReleaseSkeleton(); return; }
void ParticleModel::Shutdown() { // Release the buffers. ShutdownBuffers(); // Release the particle system. ShutdownParticleSystem(); return; }
void BitmapClass::Shutdown() { // Release the bitmap texture. ReleaseTexture(); // Shutdown the vertex and index buffers. ShutdownBuffers(); return; }
void Water::Shutdown() { // Release the model texture. ReleaseTexture(); // Release the vertex and index buffers. ShutdownBuffers(); return; }
void ModelClass::Shutdown() { // Release the vertex and index buffers. ShutdownBuffers(); // Release the model data. ReleaseModel(); return; }
void ModelClass::Shutdown() { //release the model texture ReleaseTextures(); //release the vertex and index buffers ShutdownBuffers(); //release model data ReleaseModel(); }
void ParticleContext::Shutdown() { ShutdownBuffers(); // Release the color shader object. if(m_particleShader) { m_particleShader->Shutdown(); delete m_particleShader; m_particleShader = 0; } }