public void TearDown() { if (PhysicsScene != null) { // The Dispose() will also free any physical objects in the scene PhysicsScene.Dispose(); PhysicsScene = null; } }
protected override void OnDestroyScene() { if (physicsScene != null) { List <Body> bodies = new List <Body>(physicsScene.Bodies); foreach (Body body in bodies) { body.Dispose(); } PhysicsWorld.Instance.DestroyNotUsedMeshGeometries(); physicsScene.Dispose(); physicsScene = null; } lights = null; }
public void Terminate() { ps.DeleteTerrain(); ps.Dispose(); }
public void Terminate() { pScene.DeleteTerrain(); pScene.Dispose(); }