public void Shutdown() { // Release the light object. Light = null; // Release the view point object. ViewPoint = null; // Release the camera object. Camera = null; // Release the projection texture object. ProjectionTexture?.ShutDown(); ProjectionTexture = null; // Release the projection shader object. ProjectionShader?.ShutDown(); ProjectionShader = null; // Release the ground model object. GroundModel?.Shutdown(); GroundModel = null; // Release the cube model object. CubeModel?.Shutdown(); CubeModel = null; // Release the Direct3D object. D3D?.ShutDown(); D3D = null; }
public override void WriteToFile(BinaryWriter writer) { base.WriteToFile(writer); writer.Write(Flags); writer.Write(LUnk0); writer.Write(LUnk1); writer.Write(LUnk2); writer.Write(LUnk3); writer.Write(LUnk4); writer.Write(LUnk5); writer.Write(LUnk6); writer.Write(UnkInt1); UnkVector_0.WriteToFile(writer); writer.Write(LUnk7); writer.Write(LUnk8); writer.Write(UnkByte1); writer.Write(LUnk9); writer.Write(LUnk10); writer.Write(LUnk11); writer.Write(LUnk12); UnkVector_1.WriteToFile(writer); UnkVector_2.WriteToFile(writer); writer.Write(LUnk13); UnkVector_3.WriteToFile(writer); writer.Write(LUnk14); writer.Write(LUnk15); writer.Write(LUnk16); writer.Write(UnkByte2); writer.Write(LUnk17); writer.Write(LUnk18); writer.Write(LUnk19); writer.Write(LUnk20); writer.Write(LUnk21); ProjectionTexture.WriteToFile(writer); writer.Write(UnkInt2); writer.Write(LUnk22); writer.Write(LUnk23); UnkVector_4.WriteToFile(writer); writer.Write(LUnk24); writer.Write(LUnk25); writer.Write(LUnk26); writer.Write(LUnk27); writer.Write(LUnk28); UnkVector_5.WriteToFile(writer); writer.Write(LUnk29); writer.Write(LUnk30); writer.Write(LUnk31); writer.Write(LUnk32); writer.Write(LUnk33); writer.Write(LUnk34); writer.Write(LUnk35); foreach (HashName Value in TextureHashes) { Value.WriteToFile(writer); } UnkBox.WriteToFile(writer); writer.Write(UnkByte3); UnknownMatrix.WriteToFile(writer); }