| 33 | } |
| 34 | |
| 35 | void Model::Clear() |
| 36 | { |
| 37 | m_VertexBuffer.Destroy(); |
| 38 | m_IndexBuffer.Destroy(); |
| 39 | m_VertexBufferDepth.Destroy(); |
| 40 | m_IndexBufferDepth.Destroy(); |
| 41 | |
| 42 | delete [] m_pMesh; |
| 43 | m_pMesh = nullptr; |
| 44 | m_Header.meshCount = 0; |
| 45 | |
| 46 | delete [] m_pMaterial; |
| 47 | m_pMaterial = nullptr; |
| 48 | m_Header.materialCount = 0; |
| 49 | |
| 50 | delete [] m_pVertexData; |
| 51 | delete [] m_pIndexData; |
| 52 | delete [] m_pVertexDataDepth; |
| 53 | delete [] m_pIndexDataDepth; |
| 54 | |
| 55 | m_pVertexData = nullptr; |
| 56 | m_Header.vertexDataByteSize = 0; |
| 57 | m_pIndexData = nullptr; |
| 58 | m_Header.indexDataByteSize = 0; |
| 59 | m_pVertexDataDepth = nullptr; |
| 60 | m_Header.vertexDataByteSizeDepth = 0; |
| 61 | m_pIndexDataDepth = nullptr; |
| 62 | |
| 63 | ReleaseTextures(); |
| 64 | |
| 65 | m_Header.boundingBox.min = Vector3(0.0f); |
| 66 | m_Header.boundingBox.max = Vector3(0.0f); |
| 67 | } |
| 68 | |
| 69 | // assuming at least 3 floats for position |
| 70 | void Model::ComputeMeshBoundingBox(unsigned int meshIndex, BoundingBox &bbox) const |