public void CommitChanges()
 {
     if (size != ShadowMap.Width)
     {
         if (ShadowMap != null)
         {
             ShadowMap.Dispose();
         }
         ShadowMap = new RenderTexture2D(size, size, Format.R32_FLOAT, Format.D16_UNORM);
         Rendered  = false;
     }
 }
Exemple #2
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        private void DisposeResources()
        {
            _rtHdrScene.Dispose();
            _rtBrightPassFilter.Dispose();
            _rtStartSource.Dispose();
            _rtCurrentAdaptedLuminance.Dispose();
            _rtLastAdaptedLuminance.Dispose();
            _rtStarFinal.Dispose();

            int i;

            for (i = 0; i < Bloomtextures; i++)
            {
                _rtBloom[i].Dispose();
            }

            for (i = 0; i < Tonemaptextures; i++)
            {
                _rtToneMap[i].Dispose();
            }

            for (i = 0; i < Starmaxlines; i++)
            {
                _rtStarLines[i].Dispose();
            }

            for (i = 0; i < Starmaxpasses; i++)
            {
                _rtStarPasses[i].Dispose();
            }
        }
Exemple #3
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 protected override void OnDispose(bool d)
 {
     if (d)
     {
         _rtReflection.Dispose();
         _rtRefraction.Dispose();
     }
     base.OnDispose(d);
 }
Exemple #4
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            private void Initialize()
            {
                if (_shadowRt != null)
                {
                    _shadowRt.Dispose();
                }
                var bb     = GraphicDeviceFactory.Device.BackBuffer;
                var kernel = EngineState.Shadow.ShadowMapping.PcfBlurSize;

                _shadowRt = new RenderTexture2D(bb.Width, bb.Height, Format.R8G8B8A8_UNORM);
                _vp       = new ViewPort(0, 0, _shadowRt.Width, _shadowRt.Height);
            }
Exemple #5
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        public void Initialize()
        {
            if (_rtx != null)
            {
                _rtx.Dispose();
            }

            _rtx = new RenderTexture2D(_width, _height, Format.R8G8B8A8_UNORM, _depthFormat, Multisampling.Disable, true);
            _vp  = new ViewPort(0, 0, _width, _height);

            if (_blend != null)
            {
                _blend.Dispose();
            }

            _blend = GraphicDeviceFactory.Device.CreateBlendState(new BlendDesc(
                                                                      blendEnable: false,
                                                                      alphaToCoverageEnable: false));

            if (_rast != null)
            {
                _rast.Dispose();
            }

            _rast = GraphicDeviceFactory.Device.CreateRasterizerState(new RasterizerDesc
                                                                      (
                                                                          cull: CullMode.None,
                                                                          fill: FillMode.Solid,
                                                                          multisampleEnable: false,
                                                                          antialiasedLineEnable: false
                                                                      ));

            _depth = Engine.Graphics.CreateDepthStencilState(new DepthStencilStateDesc(
                                                                 depthFunc: Comparison.Less
                                                                 ));

            Require <IdPhysicRenderTechnique>();
        }