Example #1
0
        internal static void OnDeviceReset()
        {
            MyHwBuffers.OnDeviceReset();
            MyShaders.OnDeviceReset();
            MyMaterialShaders.OnDeviceReset();
            MyPipelineStates.OnDeviceReset();
            MyTextures.OnDeviceReset();
            MyRwTextures.OnDeviceEnd();
            MyShadows.OnDeviceReset();
            MyBillboardRenderer.OnDeviceRestart();

            MyMeshMaterials1.InvalidateMaterials();
            MyVoxelMaterials1.InvalidateMaterials();

            MyRenderableComponent.MarkAllDirty();
            foreach (var f in MyComponentFactory <MyFoliageComponent> .GetAll())
            {
                f.Dispose();
            }

            foreach (var c in MyComponentFactory <MyGroupRootComponent> .GetAll())
            {
                c.OnDeviceReset();
            }

            MyBigMeshTable.Table.OnDeviceReset();
            MySceneMaterials.OnDeviceReset();
            MyMeshes.OnDeviceReset();
            MyInstancing.OnDeviceReset();
        }
Example #2
0
 internal static void OnDeviceEnd()
 {
     MyShaders.OnDeviceEnd();
     MyMaterialShaders.OnDeviceEnd();
     MyVoxelMaterials1.OnDeviceEnd();
     MyTextures.OnDeviceEnd();
     MyRwTextures.OnDeviceEnd();
     MyHwBuffers.OnDeviceEnd();
     MyPipelineStates.OnDeviceEnd();
 }
 internal static void OnDeviceEnd()
 {
     MyScreenDecals.OnDeviceEnd();
     MyShaders.OnDeviceEnd();
     MyMaterialShaders.OnDeviceEnd();
     MyVoxelMaterials1.OnDeviceEnd();
     MyTextures.OnDeviceEnd();
     MyRwTextures.OnDeviceEnd();
     MyHwBuffers.OnDeviceEnd();
     MyPipelineStates.OnDeviceEnd();
     MyTransparentRendering.OnDeviceEnd();
 }