public void Shutdown()
        {
            // Release the light object.
            Light = null;
            // Release the camera object.
            Camera = null;

            // Release the light shader object.
            LightShader?.ShutDown();
            LightShader = null;
            // Release the deferred shader object.
            DeferredShader?.ShutDown();
            DeferredShader = null;
            // Release the deferred buffers object.
            DeferredBuffers?.Shutdown();
            DeferredBuffers = null;
            // Release the full screen ortho window object.
            FullScreenWindow?.Shutdown();
            FullScreenWindow = null;
            // Release the tree object.
            Model?.Shutdown();
            Model = null;
            // Release the input object.
            Input?.Shutdown();
            Input = null;
            // Release the Direct3D object.
            D3D?.ShutDown();
            D3D = null;
        }
        public void Shutdown()
        {
            // Release the position object.
            Position = null;
            // Release the light object.
            Light = null;
            // Release the fps object.
            FPS = null;
            // Release the camera object.
            Camera = null;

            // Release the text object.
            Text?.Shutdown();
            Text = null;
            // Release the cpu object.
            CPU?.Shutdown();
            CPU = null;
            // Release the terrain shader object.
            TerrainBumpMapShader?.ShutDown();
            TerrainBumpMapShader = null;
            // Release the tree object.
            TerrainModel?.ShutDown();
            TerrainModel = null;
            // Release the input object.
            Input?.Shutdown();
            Input = null;
            // Release the Direct3D object.
            D3D?.ShutDown();
            D3D = null;
        }
        public void Shutdown()
        {
            // Release the position object.
            Position = null;
            // Release the FPS object.
            FPS = null;
            // Release the camera object.
            Camera = null;

            // Release the foliage object.
            Foliage?.ShutDown();
            Foliage = null;
            // Release the ground model object.
            GroundModel?.Shutdown();
            GroundModel = null;
            // Release the user interface object.
            UserInterface?.ShutDown();
            UserInterface = null;
            // Release the shader manager object.
            ShaderManager?.ShutDown();
            ShaderManager = null;
            // Release the input object.
            Input?.Shutdown();
            Input = null;
            // Release the Direct3D object.
            D3D?.ShutDown();
            D3D = null;
        }
Example #4
0
        public void ShutDown()
        {
            Timer = null;

            D3D?.ShutDown();
            D3D = null;
        }
        public void Shutdown()
        {
            // Release the position object.
            Position = null;
            // Release the fps object.
            FPS = null;
            // Release the camera object.
            Camera = null;

            // Release the text object.
            Text?.Shutdown();
            Text = null;
            // Release the font shader object.
            FontShader?.Shuddown();
            FontShader = null;
            // Release the cpu object.
            CPU?.Shutdown();
            CPU = null;
            // Release the color shader object.
            ColorShader?.ShutDown();
            ColorShader = null;
            // Release the tree object.
            Terrain?.ShutDown();
            Terrain = null;
            // Release the input object.
            Input?.Shutdown();
            Input = null;
            // Release the Direct3D object.
            D3D?.ShutDown();
            D3D = null;
        }
        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 void Shutdown()
        {
            // Release the light object.
            Light = null;
            // Release the camera object.
            Camera = null;

            // Release the texture shader object.
            TextureShader?.ShutDown();
            TextureShader = null;
            // Release the debug window object.
            DebugWindow?.Shutdown();
            DebugWindow = null;
            // Release the render to texture object.
            RenderTexture?.Shutdown();
            RenderTexture = null;
            // Release the light shader object.
            LightShader?.ShutDown();
            LightShader = null;
            // Release the model object.
            Model?.Shutdown();
            Model = null;
            // Release the Direct3D object.
            D3D?.ShutDown();
            D3D = null;
        }
        public void ShutDown()
        {
            // Release the light object.
            Light = null;
            // Release the camera object.
            Camera = null;

            // Release the model object.
            BitMap?.Shutdown();
            BitMap = null;
            // Release the text object.
            Text?.Shutdown();
            Text = null;
            // Release the light shader object.
            LightShader?.ShutDown();
            LightShader = null;
            // Release the model object.
            Model?.Shutdown();
            Model = null;
            // Release the input object.
            Input?.Shutdown();
            Input = null;
            // Release the texture shader object.
            TextureShader?.ShutDown();
            TextureShader = null;
            // Release the Direct3D object.
            D3D?.ShutDown();
            D3D = null;
        }
        public void Shutdown()
        {
            // Release the light object.
            Light  = null;
            Light2 = null;
            // Release the camera object.
            Camera = null;

            // Release the second render to texture object.
            RenderTexture2?.Shutdown();
            RenderTexture2 = null;
            // Release the shadow shader object.
            ShadowShader?.ShutDown();
            ShadowShader = null;
            // Release the depth shader object.
            DepthShader?.ShutDown();
            DepthShader = null;
            /// Release the render to texture object.
            RenderTexture?.Shutdown();
            RenderTexture = null;
            // Release the ground model object.
            GroundModel?.Shutdown();
            GroundModel = null;
            // Release the sphere model object.
            SphereModel?.Shutdown();
            SphereModel = null;
            // Release the cube model object.
            CubeModel?.Shutdown();
            CubeModel = null;
            // Release the Direct3D object.
            D3D?.ShutDown();
            D3D = null;
        }
        public void Shutdown()
        {
            // Release the position object.
            Position = null;
            // Release the light object.
            Light = null;
            // Release the fps object.
            FPS = null;
            // Release the camera object.
            Camera = null;

            // Release the text object.
            Text?.Shutdown();
            Text = null;
            // Release the cpu object.
            CPU?.Shutdown();
            CPU = null;
            // Release the water shader object.
            WaterShader?.ShutDown();
            WaterShader = null;
            // Release the water object.
            WaterModel?.ShutDown();
            WaterModel = null;
            // Release the reflection shader object.
            ReflectionShader?.ShutDown();
            ReflectionShader = null;
            // Release the reflection render to texture object.
            ReflectionTexture?.Shutdown();
            ReflectionTexture = null;
            // Release the refraction render to texture object.
            RefractionTexture?.Shutdown();
            RefractionTexture = null;
            // Release the sky plane shader object.
            SkyPlaneShader?.ShutDown();
            SkyPlaneShader = null;
            // Release the sky plane object.
            SkyPlane?.ShurDown();
            SkyPlane = null;
            // Release the sky dome shader object.
            SkyDomeShader?.ShutDown();
            SkyDomeShader = null;
            // Release the sky dome object.
            SkyDome?.ShutDown();
            SkyDome = null;
            // Release the terrain shader object.
            TerrainShader?.ShutDown();
            TerrainShader = null;
            // Release the tree object.
            TerrainModel?.ShutDown();
            TerrainModel = null;
            // Release the input object.
            Input?.Shutdown();
            Input = null;
            // Release the Direct3D object.
            D3D?.ShutDown();
            D3D = null;
        }
Example #11
0
        public void Shutdown()
        {
            Timer  = null;
            Camera = null;

            // Release the Direct3D object.
            D3D?.ShutDown();
            D3D = null;
        }
Example #12
0
 public void ShutDown()
 {
     Camera = null;
     Timer  = null;
     TextureShader?.ShutDown();
     TextureShader = null;
     Model?.ShutDown();
     Model = null;
     D3D?.ShutDown();
     D3D = null;
 }
        public void Shutdown()
        {
            Camera = null;

            // Release the text object.
            Text?.Shutdown();
            Text = null;
            // Release the Direct3D object.
            D3D?.ShutDown();
            D3D = null;
        }
 public void ShutDown()
 {
     Camera = null;
     Timer  = null;
     ColorShader?.ShutDown();
     ColorShader = null;
     Model?.ShutDown();
     Model = null;
     D3D?.ShutDown();
     D3D = null;
 }
        public void Shutdown()
        {
            // Release the camera object.
            Camera = null;

            // Release the glow shader object.
            GlowShader?.ShutDown();
            GlowShader = null;
            // Release the glow map shader object.
            GlowMapShader?.ShutDown();
            GlowMapShader = null;
            // Release the full screen ortho window object.
            FullScreenWindow?.Shutdown();
            FullScreenWindow = null;
            // Release the small ortho window object.
            SmallWindow?.Shutdown();
            SmallWindow = null;
            // Release the up sample render to texture object.
            UpSampleTexure?.Shutdown();
            UpSampleTexure = null;
            // Release the vertical blur render to texture object.
            VerticalBlurTexture?.Shutdown();
            VerticalBlurTexture = null;
            // Release the vertical blur shader object.
            VerticalBlurShader?.ShutDown();
            VerticalBlurShader = null;
            // Release the horizontal blur render to texture object.
            HorizontalBlurTexture?.Shutdown();
            HorizontalBlurTexture = null;
            // Release the horizontal blur shader object.
            HorizontalBlurShader?.ShutDown();
            HorizontalBlurShader = null;
            // Release the small ortho window object.
            SmallWindow?.Shutdown();
            SmallWindow = null;
            // Release the down sample render to texture object.
            DownSampleTexture?.Shutdown();
            DownSampleTexture = null;
            // Release the render to texture object.
            RenderTexture?.Shutdown();
            RenderTexture = null;
            // Release the model object.
            BitMap?.Shutdown();
            BitMap = null;
            // Release the texture shader object.
            TextureShader?.ShutDown();
            TextureShader = null;
            // Release the Direct3D object.
            D3D?.ShutDown();
            D3D = null;
        }
        public void Shutdown()
        {
            Camera = null;

            // Release the light shader object.
            MultiTextureLightShader?.ShutDown();
            MultiTextureLightShader = null;
            // Release the model object.
            Model?.Shutdown();
            Model = null;
            // Release the Direct3D object.
            D3D?.ShutDown();
            D3D = null;
        }
        public void Shutdown()
        {
            // Release the camera object.
            Camera = null;

            // Release the light shader object.
            AlphaMapShader?.ShutDown();
            AlphaMapShader = null;
            // Release the model object.
            Model?.Shutdown();
            Model = null;
            // Release the Direct3D object.
            D3D?.ShutDown();
            D3D = null;
        }
        public void ShutDown()
        {
            Timer  = null;
            Camera = null;

            // Release the color shader object.
            TextureShader?.ShutDown();
            TextureShader = null;
            // Release the model object.
            Bitmap?.Shutdown();
            Bitmap = null;
            // Release the Direct3D object.
            D3D?.ShutDown();
            D3D = null;
        }
Example #19
0
        public void ShutDown()
        {
            // Release the camera object.
            Camera = null;

            // Release the color shader object.
            ColorShader?.ShutDown();
            ColorShader = null;
            // Release the model object.
            Model?.ShutDown();
            Model = null;
            // Release the Direct3D object.
            D3D?.ShutDown();
            D3D = null;
        }
        public void Shutdown()
        {
            // Release the camera object.
            Camera = null;

            // Release the clip plane shader object.
            ClipPlaneShader?.ShutDown();
            ClipPlaneShader = null;
            // Release the model object.
            Model?.Shutdown();
            Model = null;
            // Release the Direct3D object.
            D3D?.ShutDown();
            D3D = null;
        }
        public void ShutDown()
        {
            // Release the camera object.
            Camera = null;

            // Release the particle system object.
            ParticleSystem?.ShutDown();
            ParticleSystem = null;
            // Release the particle shader object.
            ParticleShader?.ShutDown();
            ParticleShader = null;
            // Release the Direct3D object.
            D3D?.ShutDown();
            D3D = null;
        }
        public void Shutdown()
        {
            // Release the camera object.
            Camera = null;

            // Release the GlassShader object.
            FireShader?.ShutDown();
            FireShader = null;
            // Release the model object.
            Model?.Shutdown();
            Model = null;
            // Release the Direct3D object.
            D3D?.ShutDown();
            D3D = null;
        }
Example #23
0
        public void Shutdown()
        {
            // Release the camera object.
            Camera = null;

            // Release the depth shader object.
            DepthShader?.ShutDown();
            DepthShader = null;
            // Release the Floor model object.
            FloorModel?.Shutdown();
            FloorModel = null;
            // Release the Direct3D object.
            D3D?.ShutDown();
            D3D = null;
        }
        public void Shutdown()
        {
            // Release the camera object.
            Camera = null;

            // Release the translate shader object.
            TranslateShader?.ShutDown();
            TranslateShader = null;
            // Release the model object.
            Model?.Shutdown();
            Model = null;
            // Release the Direct3D object.
            D3D?.ShutDown();
            D3D = null;
        }
        public void ShutDown()
        {
            Timer  = null;
            Light  = null;
            Camera = null;

            // Release the LightShader and Light objects.
            LightShader?.ShutDown();
            LightShader = null;
            // Release the model object.
            Model?.Shutdown();
            Model = null;
            // Release the Direct3D object.
            D3D?.ShutDown();
            D3D = null;
        }
        public void Shutdown()
        {
            // Release the camera object.
            Camera = null;
            // Release the light object.
            Light = null;

            // Release the light shader object.
            BumpMapShader?.ShutDown();
            BumpMapShader = null;
            // Release the model object.
            BumpMapModel?.Shutdown();
            BumpMapModel = null;
            // Release the Direct3D object.
            D3D?.ShutDown();
            D3D = null;
        }
        public void ShutDown()
        {
            // Release the Timer object.
            Timer = null;
            // Release the camera object.
            Camera = null;

            // Release the TextureShader Object.
            TextureShader?.ShutDown();
            TextureShader = null;
            // Release the model object.
            Model?.ShutDown();
            Model = null;
            // Release the Direct3D object.
            D3D?.ShutDown();
            D3D = null;
        }
        public void Shutdown()
        {
            // Release the camera object.
            Camera = null;

            // Release the texture shader object.
            TextureShader?.ShutDown();
            TextureShader = null;
            // Release the Floor model object.
            FloorModel?.Shutdown();
            FloorModel = null;
            // Release the Billboard model object.
            BillboardModel?.Shutdown();
            BillboardModel = null;
            // Release the Direct3D object.
            D3D?.ShutDown();
            D3D = null;
        }
 public void Shutdown()
 {
     // Release the zone object.
     Zone?.ShutDown();
     Zone = null;
     // Release the fps object.
     FPS = null;
     // Release the timer object.
     Timer = null;
     // Release the shader manager object.
     ShaderManager?.ShutDown();
     ShaderManager = null;
     // Release the Direct3D object.
     D3D?.ShutDown();
     D3D = null;
     // Release the input object.
     Input?.Shutdown();
     Input = null;
 }
Example #30
0
        public void Shutdown()
        {
            // Release the position object.
            Position = null;
            // Release the light object.
            Light = null;
            // Release the fps object.
            FPS = null;
            // Release the camera object.
            Camera = null;

            // Release the depth shader object.
            DepthShader?.ShutDown();
            DepthShader = null;
            // Release the render to texture object.
            RenderTexture?.Shutdown();
            RenderTexture = null;
            // Release the texture shader object.
            TextureShader?.ShutDown();
            TextureShader = null;
            // Release the debug window bitmap object.
            DebugWindow?.Shutdown();
            DebugWindow = null;
            // Release the text object.
            Text?.Shutdown();
            Text = null;
            // Release the cpu object.
            CPU?.Shutdown();
            CPU = null;
            // Release the terrain shader object.
            TerrainShader?.ShutDown();
            TerrainShader = null;
            // Release the tree object.
            TerrainModel?.ShutDown();
            TerrainModel = null;
            // Release the input object.
            Input?.Shutdown();
            Input = null;
            // Release the Direct3D object.
            D3D?.ShutDown();
            D3D = null;
        }