private void CreateRenderTargets(int width, int height) { Colors?.Dispose(); Albedo?.Dispose(); Normals?.Dispose(); Depth?.Dispose(); #if OPENGL Colors = new RenderTarget2D(GraphicsDevice, width, height, false, SurfaceFormat.HalfVector4, DepthFormat.Depth24Stencil8); Albedo = new RenderTarget2D(GraphicsDevice, width, height, false, SurfaceFormat.HalfVector4, DepthFormat.Depth24Stencil8); Normals = new RenderTarget2D(GraphicsDevice, width, height, false, SurfaceFormat.HalfVector4, DepthFormat.Depth24Stencil8); Depth = new RenderTarget2D(GraphicsDevice, width, height, false, SurfaceFormat.Vector2, DepthFormat.Depth24Stencil8); #else Colors = new RenderTarget2D(GraphicsDevice, width, height, false, SurfaceFormat.Rgba64, DepthFormat.Depth24Stencil8); Albedo = new RenderTarget2D(GraphicsDevice, width, height, false, SurfaceFormat.Rgba64, DepthFormat.Depth24Stencil8); Normals = new RenderTarget2D(GraphicsDevice, width, height, false, SurfaceFormat.Rgba64, DepthFormat.Depth24Stencil8); Depth = new RenderTarget2D(GraphicsDevice, width, height, false, SurfaceFormat.Vector2, DepthFormat.Depth24Stencil8); #endif _bufferTextureSize = new Vector2(width, height); _gBufferTargets = new[] { new RenderTargetBinding(Colors), new RenderTargetBinding(Normals), new RenderTargetBinding(Depth), new RenderTargetBinding(Albedo) }; _lightMap?.Dispose(); _lightMap = new RenderTarget2D(GraphicsDevice, width, height, false, SurfaceFormat.Color, DepthFormat.Depth24Stencil8); }
public void Dispose() { Vertexes.Dispose(); FaceIndexes.Dispose(); TriangleOrder.Dispose(); Normals.Dispose(); Tangents.Dispose(); Uvs.Dispose(); }
public void Dispose() { MapWithNeighbours.Dispose(); LightMapWithNeighbours.Dispose(); LightLevelMap.Dispose(); LitVoxels.Dispose(); Vertices.Dispose(); Normals.Dispose(); Triangles.Dispose(); Uvs.Dispose(); Colors.Dispose(); }
private void Dispose(bool disposing) { if (mDisposed) { return; } mDisposed = true; if (disposing) { Positions?.Dispose(); Normals?.Dispose(); Tangents?.Dispose(); TexCoords0?.Dispose(); TexCoords1?.Dispose(); TexCoords2?.Dispose(); TexCoords3?.Dispose(); Colors0?.Dispose(); Colors1?.Dispose(); } GL.DeleteVertexArray(Id); }