本文整理汇总了C++中CD3DFont::DeleteDeviceObjects方法的典型用法代码示例。如果您正苦于以下问题:C++ CD3DFont::DeleteDeviceObjects方法的具体用法?C++ CD3DFont::DeleteDeviceObjects怎么用?C++ CD3DFont::DeleteDeviceObjects使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类CD3DFont
的用法示例。
在下文中一共展示了CD3DFont::DeleteDeviceObjects方法的7个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1:
//-----------------------------------------------------------------------------
// Name: DeleteDeviceObjects()
// Desc: Called when the app is exiting, or the device is being changed,
// this function deletes any device dependent objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::DeleteDeviceObjects()
{
m_pFont->DeleteDeviceObjects();
SAFE_RELEASE( m_pTexture );
SAFE_RELEASE( m_pVB );
return S_OK;
}
示例2:
//-----------------------------------------------------------------------------
// Name: DeleteDeviceObjects()
// Desc: Called when the app is exiting, or the device is being changed,
// this function deletes any device dependent objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::DeleteDeviceObjects()
{
m_pFont->DeleteDeviceObjects();
SAFE_RELEASE( m_pBackgroundTexture );
SAFE_RELEASE( m_pBumpMapTexture );
SAFE_RELEASE( m_pBackgroundVB );
SAFE_RELEASE( m_pLensVB );
return S_OK;
}
示例3:
//-----------------------------------------------------------------------------
// Name: DeleteDeviceObjects()
// Desc: Called when the app is exiting, or the device is being changed,
// this function deletes any device dependent objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::DeleteDeviceObjects()
{
m_pFont->DeleteDeviceObjects();
m_pShinyTeapot->Destroy();
m_pSkyBox->Destroy();
SAFE_RELEASE( m_pSphereMap );
SAFE_RELEASE( m_pEffect );
return S_OK;
}
示例4:
//-----------------------------------------------------------------------------
// Name: DeleteDeviceObjects()
// Desc: Called when the app is exiting, or the device is being changed,
// this function deletes any device dependent objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::DeleteDeviceObjects()
{
SAFE_RELEASE( m_pEmbossTexture );
m_pObject->Destroy();
m_pFont->DeleteDeviceObjects();
SAFE_DELETE_ARRAY( m_pTangents );
SAFE_DELETE_ARRAY( m_pBinormals );
return S_OK;
}
示例5:
//-----------------------------------------------------------------------------
// Name: DeleteDeviceObjects
// Desc:
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::DeleteDeviceObjects()
{
HRESULT hr;
m_pFont->DeleteDeviceObjects();
m_pFontSmall->DeleteDeviceObjects();
if(FAILED(hr = m_Water.OnDestroyDevice()))
return hr;
if(FAILED(hr = m_Environment.OnDestroyDevice()))
return hr;
SAFE_RELEASE(m_pFloorTex);
SAFE_RELEASE(m_pSkyCubeTex);
for(UINT i = 0; i < 6; i++)
SAFE_RELEASE(m_pSkyTex[i]);
return S_OK;
}
示例6:
//-----------------------------------------------------------------------------
// Name: DeleteDeviceObjects()
// Desc: Called when the app is exiting, or the device is being changed,
// this function deletes any device dependent objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::DeleteDeviceObjects()
{
m_pFont->DeleteDeviceObjects();
m_pTerrain->Destroy();
m_pSkyBox->Destroy();
for( DWORD i=0; i<NUMTREETEXTURES; i++ )
SAFE_RELEASE( m_pTreeTextures[i] );
SAFE_RELEASE( m_pTreeVB )
return S_OK;
}
示例7:
//-----------------------------------------------------------------------------
// Name: DeleteDeviceObjects()
// Desc: Called when the app is exiting, or the device is being changed,
// this function deletes any device dependent objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::DeleteDeviceObjects()
{
m_pFont->DeleteDeviceObjects();
for( UINT i=0; i<m_dwNumMaterials; i++ )
SAFE_RELEASE( m_pMeshTextures[i] );
SAFE_DELETE_ARRAY( m_pMeshTextures );
SAFE_DELETE_ARRAY( m_pMeshMaterials );
m_MeshAttrSorted.ReleaseAll();
m_MeshStripReordered.ReleaseAll();
m_MeshVertexCacheOptimized.ReleaseAll();
m_dwNumMaterials = 0;
return S_OK;
}