public virtual void Dispose() { UnregisterRenderRequest(); if (FrontFbo != null) { FrontFbo.Dispose(); } if (BackFbo != null) { BackFbo.Dispose(); } if (FboMs != null) { FboMs.Dispose(); } Quad.Dispose(); GameObjectPainter.Dispose(); EffectPainter.Dispose(); PostprocessPainter.Dispose(); OverlayPainter.Dispose(); ImagePainter.Dispose(); }
public override void Dispose() { if (_matHblur != null) { _matHblur.Dispose(); } if (_matVblur != null) { _matVblur.Dispose(); } if (_sprites != null) { _sprites.Dispose(); } if (_fb != null) { _fb.Dispose(); } if (_quad != null) { _quad.Dispose(); } base.Dispose(); }
public override void Dispose() { if (_quad != null) { _quad.Dispose(); } base.Dispose(); }
void IHandler <Resize> .Handle(FrameArgs frame, Resize e) { _cam = new Camera2D(e.Size, 2); if (_quad != null) { _quad.Dispose(); } _quad = new Quad(new Vector4(0, 0, e.Size.X, e.Size.Y), Vector4.One); }
/// <inheritdoc /> protected override void UnloadContent() { base.UnloadContent(); Quad.Dispose(); ShaderReloader.Dispose(); Effect.Dispose(); // Restore window width Game.Graphics.PreferredBackBufferWidth = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width - 100; Game.Graphics.ApplyChanges(); }
public override void Dispose() { if (_quad1 != null) { _quad1.Dispose(); } if (_quad2 != null) { _quad2.Dispose(); } base.Dispose(); }
public virtual void Dispose() { if (m_overlayEffect != null) { m_overlayEffect.Dispose(); } if (m_overlayTexture != null) { m_overlayTexture.Dispose(); } QuadOffset.Dispose(); }
void Release() { if (_ctx != null) { _ctx.Dispose(); } if (_surface != null) { _surface.Dispose(); } if (_mat != null) { _mat.Dispose(); } if (_quad != null) { _quad.Dispose(); } }
public void Dispose() { ShaderLibrary.Dispose(); foreach (var pass in Passes) { pass.Dispose(); } Quad.Dispose(); CameraUniformBuffer.Dispose(); SceneUniformBuffer.Dispose(); MaterialUniformBuffer.Dispose(); ToneMapUniformBuffer.Dispose(); ShadowMapFramebuffer.Dispose(); ShadowMapTexture.Dispose(); ShadowMapFilteredFramebuffer.Dispose(); ShadowMapFilteredTexture.Dispose(); SSSDepthTexture.Dispose(); SSSHighFramebuffer.Dispose(); SSSHighTexture.Dispose(); SSSMiddleFramebuffer.Dispose(); SSSMiddleTexture.Dispose(); SSSLowFramebuffer.Dispose(); SSSLowTexture.Dispose(); SSSLowFilteredFramebuffer.Dispose(); SSSLowFilteredTexture.Dispose(); SceneFramebuffer.Dispose(); SceneColorTexture.Dispose(); SceneDepthTexture.Dispose(); ToneMapFramebuffer.Dispose(); ToneMapColorTexture.Dispose(); }
protected override void OnDispose() { fade.Dispose(); }