Jump to content
  • Advertisement
Sign in to follow this  

[D3D12] Freeing committed resources?

This topic is 1005 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Say I have a "ComPtr<ID3D12Resource> vertexBuffer;" that I've initialized with a call to CreateCommittedResource.  I want to wipe that out and reuse the pointer to create a different Committed Resource.  How do I "free" the committed resource before calling CreateCommittedResource again?

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!