protected override void Cleanup() { base.Cleanup(); _defaultBlendState?.Dispose(); _defaultDepthStencilState?.Dispose(); _defaultRasterizerState?.Dispose(); _leftConstantBuffer?.Dispose(); _rightConstantBuffer?.Dispose(); _simplePipeline?.Dispose(); _simpleVertexBuffer?.Dispose(); _simplePixelShader?.Dispose(); _simpleSampler?.Dispose(); _simpleVertexShader?.Dispose(); _textureFactory?.Dispose(); _texturedPipeline?.Dispose(); _texturedPixelShader?.Dispose(); _texturedVertexShader?.Dispose(); _texturedVertexBuffer?.Dispose(); }