Держи, А это в функции:
void stBEtextures::init()
{
list.push_back(Logo1.init(IDB_L1));
list.push_back(Logo2.init(IDB_L2));
list.push_back(Logo3.init(IDB_L3));
list.push_back(Logo4.init(IDB_L4));
list.push_back(Logo5.init(IDB_L5));
list.push_back(Logo6.init(IDB_L6));
list.push_back(Logo7.init(IDB_L7));
list.push_back(Logo8.init(IDB_L8));
list.push_back(Logo9.init(IDB_L9));
list.push_back(Logo10.init(IDB_L10));
list.push_back(Logo11.init(IDB_L11));
list.push_back(Logo12.init(IDB_L12));
list.push_back(Logo13.init(IDB_L13));
list.push_back(Logo14.init(IDB_L14));
list.push_back(Logo15.init(IDB_L15));
list.push_back(Logo16.init(IDB_L16));
list.push_back(Logo17.init(IDB_L17));
list.push_back(Logo18.init(IDB_L18));
list.push_back(Logo19.init(IDB_L19));
list.push_back(Logo20.init(IDB_L20));
list.push_back(Logo21.init(IDB_L21));
list.push_back(Logo22.init(IDB_L22));
list.push_back(Logo23.init(IDB_L23));
list.push_back(Logo24.init(IDB_L24));
list.push_back(Logo25.init(IDB_L25));
list.push_back(Logo26.init(IDB_L26));
list.push_back(Logo27.init(IDB_L27));
list.push_back(Logo28.init(IDB_L28));
list.push_back(Logo29.init(IDB_L29));
list.push_back(Logo30.init(IDB_L30));
}
Это в Структуры:
struct stBEtextures
{
stBETexture Logo1;
stBETexture Logo2;
stBETexture Logo3;
stBETexture Logo4;
stBETexture Logo5;
stBETexture Logo6;
stBETexture Logo7;
stBETexture Logo8;
stBETexture Logo9;
stBETexture Logo10;
stBETexture Logo11;
stBETexture Logo12;
stBETexture Logo13;
stBETexture Logo14;
stBETexture Logo15;
stBETexture Logo16;
stBETexture Logo17;
stBETexture Logo18;
stBETexture Logo19;
stBETexture Logo20;
stBETexture Logo21;
stBETexture Logo22;
stBETexture Logo23;
stBETexture Logo24;
stBETexture Logo25;
stBETexture Logo26;
stBETexture Logo27;
stBETexture Logo28;
stBETexture Logo29;
stBETexture Logo30;
typedef std::list<stBETexture *> texture_list;
texture_list list;
void init();
void relise();
void load(IDirect3DDevice9 * pDevice);
};
void stBEtextures::load(IDirect3DDevice9 * pDevice)
{
texture_list::iterator iter = list.begin();
texture_list::iterator end = list.end();
for (; iter != end; iter++)
(*iter)->load(pDevice);
}
void stBEtextures::relise()
{
texture_list::iterator iter = list.begin();
texture_list::iterator end = list.end();
for (; iter != end; iter++)
(*iter)->relise();
}