Lets say I have 2 textures declared:
LPDIRECT3DTEXTURE9 texObject;
LPDIRECT3DTEXTURE9 texPointer;
Now first off I realize both of these are pointers (despite the names given), but then I create a texture in one of them:
d3ddev->CreateTexture(texObject);
Now, I say:
texPointer = texObject;
I know that texPointer will not equal the actual texture itself (only the pointer to it) but here's my question:
do I now have to call the Release() function on texPointer to avoid a memory leak? Or is this taken care of when I later release texObject. They both point to the same place so I would think that releasing one would cover any memory problems, however I'm not sure and I want to be certain that making it texPointer equal to a LPDIRECT3DTEXTURE9 will not cause a memory leak if not released.
quick question about texture pointers
Started by starstutter, Jan 03 2009 07:04 AM
2 replies to this topic
#1
Posted 03 January 2009 - 07:04 AM
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#2
Posted 03 January 2009 - 07:13 AM
No, you do not need to call Release(), because you have not called AddRef(). Direct3D can't know when you make a copy the pointer in your own application; LP... types are just plain old raw pointers, without any additional intelligence.
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#3
Posted 03 January 2009 - 08:02 AM
that's what I figured, just making sure. :)
Thanks for the help.
Thanks for the help.
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