本文整理汇总了C++中CDXUTSDKMesh::Destroy方法的典型用法代码示例。如果您正苦于以下问题:C++ CDXUTSDKMesh::Destroy方法的具体用法?C++ CDXUTSDKMesh::Destroy怎么用?C++ CDXUTSDKMesh::Destroy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CDXUTSDKMesh
的用法示例。
在下文中一共展示了CDXUTSDKMesh::Destroy方法的10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 D3D11 resources created in OnD3D11CreateDevice
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D11DestroyDevice( void* pUserContext )
{
g_DialogResourceManager.OnD3D11DestroyDevice();
g_D3DSettingsDlg.OnD3D11DestroyDevice();
DXUTGetGlobalResourceCache().OnDestroyDevice();
SAFE_DELETE( g_pTxtHelper );
SAFE_DELETE( g_pTxtHelper1 );
g_SceneMesh.Destroy();
g_Poles.Destroy();
SAFE_RELEASE( g_pSceneVS );
SAFE_RELEASE( g_pScenePS );
SAFE_RELEASE( g_pSM_VS );
SAFE_RELEASE( g_pcbConstants );
SAFE_RELEASE( g_pRSMDepthStencilTexture );
SAFE_RELEASE( g_pDepthStencilTextureDSV );
SAFE_RELEASE( g_pDepthTextureSRV );
SAFE_RELEASE( g_pSceneVertexLayout );
SAFE_RELEASE( g_pBlendStateNoBlend );
SAFE_RELEASE( g_pBlendStateColorWritesOff );
SAFE_RELEASE( g_pSamplePoint );
SAFE_RELEASE( g_pSamplePointCmp );
SAFE_RELEASE( g_pSampleLinear );
}
示例2: 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3:
//--------------------------------------------------------------------------------------
// Release D3D11 resources created in OnD3D11CreateDevice
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D11DestroyDevice(void* /*pUserContext*/)
{
g_MeshPowerPlant.Destroy();
g_MeshTestScene.Destroy();
DestroyD3DComponents();
}
示例4:
//--------------------------------------------------------------------------------------
// Release D3D11 resources created in OnD3D11CreateDevice
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D11DestroyDevice( void* pUserContext )
{
UNREFERENCED_PARAMETER(pUserContext);
g_MeshPowerPlant.Destroy();
g_TeapotMesh.Destroy();
DestroyD3DComponents();
}
示例5: 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6: DXUTGetGlobalResourceCache
//--------------------------------------------------------------------------------------
// Release D3D9 resources created in the OnD3D9ResetDevice callback
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D9LostDevice( void* pUserContext )
{
g_DialogResourceManager.OnD3D9LostDevice();
g_SettingsDlg.OnD3D9LostDevice();
DXUTGetGlobalResourceCache().OnLostDevice();
if( g_pFont9 ) g_pFont9->OnLostDevice();
if( g_pEffect9 ) g_pEffect9->OnLostDevice();
SAFE_RELEASE( g_pSprite9 );
SAFE_DELETE( g_pTxtHelper );
g_Mesh.Destroy();
SAFE_RELEASE( g_pTexture9 );
}
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 );
g_Mesh.Destroy();
SAFE_RELEASE( g_pMeshTexRV );
}
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();
}
示例9: DXUTGetGlobalResourceCache
//--------------------------------------------------------------------------------------
// Release D3D11 resources created in OnD3D11CreateDevice
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D11DestroyDevice( void* pUserContext )
{
g_DialogResourceManager.OnD3D11DestroyDevice();
g_D3DSettingsDlg.OnD3D11DestroyDevice();
CDXUTDirectionWidget::StaticOnD3D11DestroyDevice();
DXUTGetGlobalResourceCache().OnDestroyDevice();
SAFE_DELETE( g_pTxtHelper );
g_Mesh11.Destroy();
SAFE_RELEASE( g_pEffect );
SAFE_RELEASE( g_pVertexLayout11 );
SAFE_RELEASE( g_pVertexBuffer );
SAFE_RELEASE( g_pIndexBuffer );
SAFE_RELEASE( g_pEnvironmentMapSRV );
}
示例10: DXUTGetGlobalResourceCache
//--------------------------------------------------------------------------------------
// Release D3D11 resources created in OnD3D11CreateDevice
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D11DestroyDevice( void* pUserContext )
{
g_DialogResourceManager.OnD3D11DestroyDevice();
g_D3DSettingsDlg.OnD3D11DestroyDevice();
DXUTGetGlobalResourceCache().OnDestroyDevice();
SAFE_DELETE( g_pTxtHelper );
g_Mesh11.Destroy();
SAFE_RELEASE(g_pGeometryShader);
SAFE_RELEASE( g_pVertexLayout11 );
SAFE_RELEASE( g_pVertexBuffer );
SAFE_RELEASE( g_pVertexShader );
SAFE_RELEASE( g_pPixelShader );
SAFE_RELEASE( g_pSamLinear );
SAFE_RELEASE( g_pcbVSPerObject );
SAFE_RELEASE( g_pcbPSPerObject );
SAFE_RELEASE( g_pcbPSPerFrame );
SAFE_RELEASE( g_pRasterizerState );
SAFE_RELEASE( g_pRasterizerStateWF );
for( int flagIndex = 0; flagIndex < numFlags; ++flagIndex )
{
cloths[flagIndex].destroy();
}
my_capsule.destroy();
// Shouldn't need to delete this as it's just a soft body and will be deleted later by the collision object cleanup.
//for( int flagIndex = 0; flagIndex < m_flags.size(); ++flagIndex )
//{
//delete m_flags[flagIndex];
//}
//cleanup in the reverse order of creation/initialization
if( g_defaultSolver )
delete g_defaultSolver;
if( g_cpuSolver )
delete g_cpuSolver;
if( g_dx11Solver )
delete g_dx11Solver;
if( g_dx11SIMDSolver )
delete g_dx11SIMDSolver;
if( g_softBodyOutput )
delete g_softBodyOutput;
for(int i=0; i< m_collisionShapes.size(); i++)
delete m_collisionShapes[i];
//remove the rigidbodies from the dynamics world and delete them
int i;
for (i=m_dynamicsWorld->getNumCollisionObjects()-1; i>=0 ;i--)
{
btCollisionObject* obj = m_dynamicsWorld->getCollisionObjectArray()[i];
btRigidBody* body = btRigidBody::upcast(obj);
if (body && body->getMotionState())
{
delete body->getMotionState();
}
m_dynamicsWorld->removeCollisionObject( obj );
delete obj;
}
delete m_dynamicsWorld;
delete m_solver;
delete m_broadphase;
delete m_dispatcher;
delete m_collisionConfiguration;
}