to delete a mesh

Started by
4 comments, last by karsnen 12 years, 12 months ago
ppl,

I am loading a simple mesh file on the terrain. On collision I have to delete or destroy it.

Could someone pls help me out with this issue?

Sincerely karsnen.
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I forgot to mention that, my SDK is

DirectX 10
Hi,

Write a macro like that:
#define _RELEASE_COM_(x) if( (x) != NULL) { (x)->Release(); (x) = NULL; }

And use it on collide:
if (MyMeshCollides)
_RELEASE_COM_(pMyMesh);


And in rendering function, check whether it's NULL or not:
if (pMyMesh != NULL)
RenderMyMesh();


hth.
-R
There's no "hard", and "the impossible" takes just a little time.
@programci_84: You can and should use an inline function instead of a macro. In modern C++, the preprocessor is for conditional compilation, most other uses are discouraged to the point of effective deprecation.

Note that your macro evaluates it's argument multiple times, which could be problematic. Also it uses a reserved name, all names beginning with an underscore followed by an uppercase letter are reserved for the compiler, as are ones beginning with two underscores and identifiers beginning with a single underscore in the global namespace.

Something like this would be better:

inline void SafeRelease(IUnknown *& pointer)
{
if(pointer)
{
pointer->Release();
pointer = 0;
}
}
Thanks for correcting me, rip-off.
There's no "hard", and "the impossible" takes just a little time.
@programci_84 & @ rip-off


Thank you. I will work it out and come back to you again. Actually I am having trouble in lighting. It seems that I have initialized two instances.


Source:
http://codepad.org/6siGDAy0

I hope you guys can understand it. If you guys could help. It would be really great.

Thank you.

Karsnen.

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