本文整理汇总了C++中ITexture::Release方法的典型用法代码示例。如果您正苦于以下问题:C++ ITexture::Release方法的具体用法?C++ ITexture::Release怎么用?C++ ITexture::Release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ITexture
的用法示例。
在下文中一共展示了ITexture::Release方法的2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: ProcessEvent
virtual void ProcessEvent( EFlowEvent event, SActivationInfo *pActInfo )
{
switch (event)
{
case eFE_Initialize:
if (pActInfo->pGraph->GetGraphEntity(0) == 0 && pActInfo->pGraph->GetGraphEntity(1) == 0)
m_nFaderOffset = MFX_FADER_OFFSET;
else
m_nFaderOffset = GAME_FADER_OFFSET;
if (gEnv->pCryPak->GetLvlResStatus())
{
const string& texName = GetPortString(pActInfo, EIP_TextureName);
if (texName.empty() == false)
{
ITexture* pTexture = CHUDFader::LoadTexture(texName.c_str());
if (pTexture)
pTexture->Release();
}
}
if (m_bNeedFaderStop)
{
StopFader(pActInfo);
m_bPlaying = false;
m_bNeedFaderStop = false;
m_ticket = 0;
}
pActInfo->pGraph->SetRegularlyUpdated(pActInfo->myID, false);
break;
case eFE_Activate:
{
if (IsPortActive(pActInfo, EIP_FadeIn))
{
StopFader(pActInfo);
pActInfo->pGraph->SetRegularlyUpdated(pActInfo->myID, true);
m_direction = -1;
StartFader(pActInfo);
m_bPlaying = true;
m_bNeedFaderStop = true;
m_postSerializeTrigger = 0;
}
if (IsPortActive(pActInfo, EIP_FadeOut))
{
StopFader(pActInfo);
pActInfo->pGraph->SetRegularlyUpdated(pActInfo->myID, true);
m_direction = 1;
StartFader(pActInfo);
m_bPlaying = true;
m_bNeedFaderStop = true;
m_postSerializeTrigger = 0;
}
}
break;
case eFE_Update:
{
if (m_postSerializeTrigger)
{
ActivateOutput(pActInfo, m_postSerializeTrigger < 0 ? EOP_FadedIn : EOP_FadedOut, true);
m_postSerializeTrigger = 0;
pActInfo->pGraph->SetRegularlyUpdated(pActInfo->myID, false);
return;
}
CHUDFader* pFader = GetFader(pActInfo);
if (pFader == 0 || m_bPlaying == false)
{
pActInfo->pGraph->SetRegularlyUpdated(pActInfo->myID, false);
m_bPlaying = false;
m_ticket = 0;
return;
}
ColorF col = pFader->GetCurrentColor();
Vec3 vCol (col.r,col.g,col.b);
ActivateOutput(pActInfo, EOP_FadeColor, vCol);
if (pFader->IsPlaying(m_ticket) == false)
{
if (m_direction < 0.0f)
{
ActivateOutput(pActInfo, EOP_FadedIn, true);
pActInfo->pGraph->SetRegularlyUpdated(pActInfo->myID, false);
m_bNeedFaderStop = false;
}
else
{
ActivateOutput(pActInfo, EOP_FadedOut, true);
pActInfo->pGraph->SetRegularlyUpdated(pActInfo->myID, false);
m_bNeedFaderStop = true; // but needs a stop, if we're faded out (fader is still active then!)
}
m_bPlaying = false;
m_ticket = 0;
}
}
break;
}
}
示例2: VOnInit
void GameProcess::VOnInit(void)
{
//pSkillInterface = new SkillInterface();
DialogueInterface* pDialogue = new DialogueInterface( NULL, "DialogueInterface.xml", "Dialogue.xml" );
pDialogue->SetName( "Dialogue" );
BaseApplication::Get()->AttachProcess( pDialogue );
pDialogue->Release();
Entity* pEntity = Game::CreateEntity();
ThirdPersonCamera* pCamera = new ThirdPersonCamera();
pCamera->SetDistanceMax( 50.0f );
m_pCamera = pCamera;
pEntity->AddComponent( pCamera );
pCamera->SetClearColor( ColorF::BLACK );
pCamera->Release();
pCamera->SetPosition( Vector4( 2000.0f, 30.0f, 2000.0f ) );
pCamera->SetDirection( Vector4( 0.0f, 0.0f, 1.0f ) );
pCamera->Start();
pEntity = Game::CreateEntity();
int iWorldSize = 512;
m_IslandData.Generate( iWorldSize, iWorldSize );
HeightmapComponent* pComponent = new HeightmapComponent( iWorldSize, iWorldSize, m_IslandData );
m_pHeightMapEntity = pComponent;
//pComponent->SetTexture( "sketch.png" );
m_IslandData.GenerateBiomes();
ColorF* pColors = new ColorF[ iWorldSize * iWorldSize ];
for ( int i = 0; i < iWorldSize; ++i )
{
for ( int j = 0; j < iWorldSize; ++j )
{
ColorF color;
IslandData::Biome eBiome = m_IslandData.GetBiome( i, j );
if ( eBiome == IslandData::SeaWater )
{
color = Color::BLUE;
}
else if ( eBiome == IslandData::FreshWater )
{
color = Color( 0, 191, 255 );
}
else if ( eBiome == IslandData::Grassland )
{
color = Color( 195, 211, 170, 255 );
}
else if ( eBiome == IslandData::Snow )
{
color = Color::WHITE;
}
else if ( eBiome == IslandData::Bare )
{
color = Color( 200, 200, 200, 255 );
}
else if ( eBiome == IslandData::Scorched )
{
color = Color::GREY;
}
else if ( eBiome == IslandData::Tundra )
{
color = Color( 220, 220, 186, 255 );
}
else if ( eBiome == IslandData::Taiga )
{
color = Color( 203, 211, 186, 255 );
}
else if ( eBiome == IslandData::Shrubland )
{
color = Color( 195, 203, 186, 255 );
}
else if ( eBiome == IslandData::TemperateDesert )
{
color = Color( 227, 231, 201, 255 );
}
else if ( eBiome == IslandData::TemperateRainForest )
{
color = Color( 163, 195, 167, 255 );
}
else if ( eBiome == IslandData::TemperateDecidousForest )
{
color = Color( 180, 200, 168, 255 );
}
else if ( eBiome == IslandData::TropicalRainForest )
{
color = Color( 155, 186, 168, 255 );
//.........这里部分代码省略.........