src/softbody2/FrameWork/DRGTexture.cpp
HRESULT CDRGTexture::Restore(LPDIRECT3DDEVICE7 pd3dDevice )
{
    // Check params
    if( NULL == pd3dDevice )
        return DDERR_INVALIDPARAMS;

	// Release previously created object
    SAFE_RELEASE( ptexTexture );
    
	// Restore the texture surface from the bitmap image. At this point, code
	// can be added to handle other texture formats, such as those created from
	// .dds files, .jpg files, or whatever else.
	return RestoreFromBitmap( pd3dDevice );
}
//-----------------------------------------------------------------------------
// Name: DRGTexturer:Restore()
// Desc: Invalidates the current texture object and rebuild it with the 
//       given device
//-----------------------------------------------------------------------------
Restore()
Desc: Invalidates the current texture object and rebuild it with the
given device
Restore () Desc : Invalidates the current texture object and rebuild it with the given device
HRESULT CDRGTexture::Restore(LPDIRECT3DDEVICE7 pd3dDevice )
{
    if( NULL == pd3dDevice )
        return DDERR_INVALIDPARAMS;
    SAFE_RELEASE( ptexTexture );
	return RestoreFromBitmap( pd3dDevice );
}
HRESULT CDRGTexture :: Restore ( LPDIRECT3DDEVICE7 pd3dDevice ) { if ( NULL == pd3dDevice ) return DDERR_INVALIDPARAMS ; SAFE_RELEASE ( ptexTexture ) ; return RestoreFromBitmap ( pd3dDevice ) ; }
Name: DRGTexturer:Restore()
Desc: Invalidates the current texture object and rebuild it with the
given device
Name : DRGTexturer : Restore () Desc : Invalidates the current texture object and rebuild it with the given device
// Check params // Release previously created object // Restore the texture surface from the bitmap image. At this point, code // can be added to handle other texture formats, such as those created from // .dds files, .jpg files, or whatever else.