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(); }
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(); }