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 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 font shader object. FontShader?.Shuddown(); FontShader = null; // Release the light shader object. LightShader?.ShutDown(); LightShader = null; }
public void ShutDown() { // Release the bump map shader object. BumpMapShader?.ShutDown(); BumpMapShader = null; // Release the light shader object. LightShader?.ShutDown(); LightShader = null; // Release the texture shader object. TextureShader?.ShutDown(); TextureShader = 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 light object. Light = null; // Release the camera object. Camera = null; // Release the water shader object. WaterShader?.ShutDown(); WaterShader = null; // Release the refraction shader object. RefractionShader?.ShutDown(); RefractionShader = null; /// Release the render to texture object. RenderReflectionTexture?.Shutdown(); RenderReflectionTexture = null; // Release the render to texture object. RenderRefractionTexture?.Shutdown(); RenderRefractionTexture = null; // Release the light shader object. LightShader?.ShutDown(); LightShader = null; // Release the model object. GroundModel?.Shutdown(); GroundModel = null; // Release the model object. WallModel?.Shutdown(); WallModel = null; // Release the model object. BathModel?.Shutdown(); BathModel = null; // Release the model object. WaterModel?.Shutdown(); WaterModel = null; // Release the Direct3D object. D3D?.ShutDown(); D3D = null; }
public void Shutdown() { // Release the frustum object. Frustum = null; // Release the light object. Light = null; Camera = null; // Release the model list object. ModelList?.Shutdown(); ModelList = null; // Release the light shader object. LightShader?.ShutDown(); LightShader = null; // Release the model object. Model?.Shutdown(); Model = null; // Release the text object. Text?.Shutdown(); Text = null; // Release the Direct3D object. D3D?.ShutDown(); D3D = null; }