/// <summary> /// Clean up any resources being used. /// </summary> /// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param> protected override void Dispose(bool disposing) { if (disposing) { if (components != null) { components.Dispose(); } if (CurrentTextFormat != null) { CurrentTextFormat.Dispose(); } if (CurrentTextLayout != null) { CurrentTextLayout.Dispose(); } if (CustomTextRenderer != null) { CustomTextRenderer.Dispose(); } if (SceneColorBrush != null) { SceneColorBrush.Dispose(); } if (RenderTarget2D != null) { RenderTarget2D.Dispose(); } if (FactoryDWrite != null) { FactoryDWrite.Dispose(); } if (Factory2D != null) { Factory2D.Dispose(); } } base.Dispose(disposing); }
public void Dispose() { this.faceCamera.Stop(); // Release all resources drawingStateBlock.Dispose(); renderTargetView.Dispose(); d2dRenderTarget.Dispose(); backBuffer.Dispose(); device.ImmediateContext.ClearState(); device.ImmediateContext.Flush(); device.Dispose(); device.Dispose(); swapChain.Dispose(); d2dFactory.Dispose(); dwFactory.Dispose(); SceneColorBrush.Dispose(); TextFormat.Dispose(); drawingStateBlock.Dispose(); facePointGeometry.Dispose(); facePointBrush.Dispose(); }