本文整理汇总了C++中CD3DSettingsDlg::OnD3D10DestroyDevice方法的典型用法代码示例。如果您正苦于以下问题:C++ CD3DSettingsDlg::OnD3D10DestroyDevice方法的具体用法?C++ CD3DSettingsDlg::OnD3D10DestroyDevice怎么用?C++ CD3DSettingsDlg::OnD3D10DestroyDevice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CD3DSettingsDlg
的用法示例。
在下文中一共展示了CD3DSettingsDlg::OnD3D10DestroyDevice方法的8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: DXUTGetGlobalResourceCache
//--------------------------------------------------------------------------------------
// Release D3D9 resources created in the OnD3D9CreateDevice callback
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D10DestroyDevice( void* pUserContext )
{
g_DialogResourceManager.OnD3D10DestroyDevice();
g_SettingsDlg.OnD3D10DestroyDevice();
DXUTGetGlobalResourceCache().OnDestroyDevice();
g_Terrain.OnDestroyDevice();
g_BallMesh.Destroy();
g_SkyMesh.Destroy();
SAFE_RELEASE( g_pFont10 );
SAFE_RELEASE( g_pSprite10 );
SAFE_DELETE( g_pTxtHelper );
SAFE_RELEASE( g_pEffect10 );
SAFE_RELEASE( g_pBasicDecl10 );
SAFE_RELEASE( g_pBallDecl10 );
SAFE_RELEASE( g_pGrassDecl10 );
SAFE_RELEASE( g_pHeightTexRV );
SAFE_RELEASE( g_pNormalTexRV );
SAFE_RELEASE( g_pGrassTexRV );
SAFE_RELEASE( g_pDirtTexRV );
SAFE_RELEASE( g_pGroundGrassTexRV );
SAFE_RELEASE( g_pMaskTexRV );
SAFE_RELEASE( g_pShadeNormalTexRV );
SAFE_RELEASE( g_pStreamDataVB10 );
SAFE_RELEASE( g_pGrassDataVB10 );
}
示例2:
//--------------------------------------------------------------------------------------
// Release D3D10 resources created in OnD3D10CreateDevice
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D10DestroyDevice(void* pUserContext)
{
g_DialogResourceManager.OnD3D10DestroyDevice();
g_D3DSettingsDlg.OnD3D10DestroyDevice();
CDXUTDirectionWidget::StaticOnD3D10DestroyDevice();
DXUTGetGlobalResourceCache().OnDestroyDevice();
SAFE_DELETE(g_pTxtHelper);
SAFE_RELEASE(g_pFont10);
SAFE_RELEASE(g_pSprite10);
SAFE_RELEASE(g_pEffect10);
SAFE_DELETE(g_vsObj);
}
示例3: DXUTGetGlobalResourceCache
//--------------------------------------------------------------------------------------
// Release D3D10 resources created in OnD3D10CreateDevice
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D10DestroyDevice( void* pUserContext )
{
g_DialogResourceManager.OnD3D10DestroyDevice();
g_D3DSettingsDlg.OnD3D10DestroyDevice();
DXUTGetGlobalResourceCache().OnDestroyDevice();
SAFE_RELEASE( g_pFont );
SAFE_RELEASE( g_pSprite );
SAFE_DELETE( g_pTxtHelper );
SAFE_RELEASE( g_pVertexLayout );
SAFE_RELEASE( g_pEffect );
g_Mesh.Destroy();
}
示例4:
//--------------------------------------------------------------------------------------
// Release D3D10 resources created in OnD3D10CreateDevice
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D10DestroyDevice( void* pUserContext )
{
g_DialogResourceManager.OnD3D10DestroyDevice();
g_D3DSettingsDlg.OnD3D10DestroyDevice();
CDXUTDirectionWidget::StaticOnD3D10DestroyDevice();
SAFE_RELEASE( g_pFont10 );
SAFE_RELEASE( g_pSprite10 );
SAFE_RELEASE( g_pEffect10 );
SAFE_RELEASE( g_pVertexLayout );
g_Mesh.Destroy();
SAFE_RELEASE( g_pMeshTexRV );
}
示例5: DXUTGetGlobalResourceCache
//--------------------------------------------------------------------------------------
// Release D3D10 resources created in OnD3D10CreateDevice
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D10DestroyDevice( void* pUserContext )
{
g_DialogResourceManager.OnD3D10DestroyDevice();
g_SettingsDlg.OnD3D10DestroyDevice();
DXUTGetGlobalResourceCache().OnDestroyDevice();
SAFE_DELETE( g_pTxtHelper );
SAFE_RELEASE( g_pVertexLayout );
SAFE_RELEASE( g_pFont10 );
SAFE_RELEASE( g_pSprite10 );
SAFE_RELEASE( g_pEffect10 );
delete g_DumpMesh;
g_MeshLoader.Destroy();
for( UINT i = 0; i < MAX_RASTERIZER_MODES; i++ )
SAFE_RELEASE( g_pRasterStates[i] );
SAFE_RELEASE(g_TransparentBS);
SAFE_RELEASE(g_TrialCube);
delete g_pBox;
delete g_AABBConstructor;
delete g_FunctionDraw;
g_FunctionDraw=NULL;
if (!g_Parabola)
{
delete g_Parabola;
g_Parabola = NULL;
}
if (!g_ParabolaDis)
{
delete g_ParabolaDis;
g_ParabolaDis = NULL;
}
if (!g_UVImport)
{
delete g_UVImport;
g_UVImport = NULL;
}
if (!g_UVFileDisp)
{
delete g_UVFileDisp;
g_UVFileDisp = NULL;
}
}
示例6:
//--------------------------------------------------------------------------------------
// Release D3D10 resources created in OnD3D10CreateDevice
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D10DestroyDevice( void* pUserContext )
{
SAFE_DELETE( g_pCamManager );
g_DialogResourceManager.OnD3D10DestroyDevice();
g_D3DSettingsDlg.OnD3D10DestroyDevice();
SAFE_RELEASE(g_pFont10);
SAFE_RELEASE(g_pSprite10);
SAFE_RELEASE(g_pRenderState);
SAFE_RELEASE(g_pDSState);
SAFE_RELEASE(g_pMaxLayout);
g_MeshScene.Destroy();
g_MeshLight.Destroy();
//light management
for( int light_idx = 0; light_idx < NUM_LIGHT; ++light_idx )
{
g_pLightLumiBuffer[light_idx]->OnD3D10DestroyDevice();
SAFE_DELETE(g_pLightLumiBuffer[light_idx]);
}
g_pBlendBuffer->OnD3D10DestroyDevice();
SAFE_DELETE(g_pBlendBuffer);
g_pWidgetBuffer->OnD3D10DestroyDevice();
SAFE_DELETE(g_pWidgetBuffer);
g_ABP.OnD3D10DestroyDevice();
g_NoShadow.OnD3D10DestroyDevice();
g_BPGI.OnD3D10DestroyDevice();
g_HBP.OnD3D10DestroyDevice();
g_StdVSM.OnD3D10DestroyDevice();
g_MipVSM.OnD3D10DestroyDevice();
g_PCSS.OnD3D10DestroyDevice();
g_BPMSSMKernel.OnD3D10DestroyDevice();
g_Final.OnD3D10DestroyDevice();
g_GBuffer.OnD3D10DestroyDevice();
g_ScrQuadRender.OnD3D10DestroyDevice();
ssmap.OnDestroy();
g_pSkyBox->OnDestroyDevice();
SAFE_DELETE(g_pSkyBox);
g_Widget.OnD3D10DestroyDevice();
g_Blender.OnD3D10DestroyDevice(pUserContext);
//g_pEnvMap->OnDestroyDevice();
//SAFE_DELETE(g_pEnvMap);
}
示例7:
//--------------------------------------------------------------------------------------
// Release D3D10 resources created in OnD3D10CreateDevice
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D10DestroyDevice( void* pUserContext )
{
g_DialogResourceManager.OnD3D10DestroyDevice();
g_D3DSettingsDlg.OnD3D10DestroyDevice();
CDXUTDirectionWidget::StaticOnD3D10DestroyDevice();
SAFE_RELEASE( g_pFont10 );
SAFE_RELEASE( g_pSprite10 );
SAFE_RELEASE( g_pEffect10 );
SAFE_RELEASE( g_pVertexLayout );
SAFE_RELEASE( g_pVB );
SAFE_RELEASE( g_pIDVB );
SAFE_RELEASE( g_pIB );
SAFE_RELEASE( g_pIBAdj );
SAFE_RELEASE( g_pMeshTexRV );
SAFE_RELEASE( g_pStreamTo );
SAFE_RELEASE( g_pDrawFrom );
SAFE_RELEASE( g_pRandomBuffer );
SAFE_RELEASE( g_pRandomBufferRV );
}
示例8: DXUTGetGlobalResourceCache
//--------------------------------------------------------------------------------------
// Release D3D10 resources created in OnD3D10CreateDevice
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D10DestroyDevice( void* pUserContext )
{
g_DialogResourceManager.OnD3D10DestroyDevice();
g_D3DSettingsDlg.OnD3D10DestroyDevice();
CDXUTDirectionWidget::StaticOnD3D10DestroyDevice();
DXUTGetGlobalResourceCache().OnDestroyDevice();
SAFE_RELEASE( g_pEffect );
SAFE_RELEASE( g_pFont10 );
SAFE_RELEASE( g_pSprite10 );
SAFE_DELETE( g_pTxtHelper );
SAFE_RELEASE( g_pStaticVertexLayout );
SAFE_RELEASE( g_pSkinnedVertexLayout );
g_SceneMesh.Destroy();
g_FanMesh.Destroy();
for( UINT iMesh = 0; iMesh < g_NumLinkedMeshes; iMesh++ )
g_pLinkedMeshes[iMesh].Destroy();
SAFE_DELETE_ARRAY( g_pLinkedMeshes );
g_AnimMesh.Destroy();
}