/// <summary> /// Se cierra el ejemplo. Liberar recursos /// </summary> internal void close() { if (tgcTerrain != null) { tgcTerrain.dispose(); } foreach (SceneEditorMeshObject meshObj in meshObjects) { meshObj.mesh.dispose(); } }
public override void Dispose() { circuito.dispose(); car.dispose(); effect.Dispose(); terrain.dispose(); skyBox.dispose(); g_pRenderTarget.Dispose(); g_pRenderTarget2.Dispose(); g_pRenderTarget3.Dispose(); g_pRenderTarget4.Dispose(); g_pRenderTarget5.Dispose(); g_pDepthStencil.Dispose(); g_pVBV3D.Dispose(); }
public override void close() { mesh.dispose(); effect.Dispose(); terrain.dispose(); g_pDepthStencil.Dispose(); g_pBaseTexture.Dispose(); g_pVelocidad.Dispose(); g_pVelocidadOut.Dispose(); g_pPos.Dispose(); g_pPosOut.Dispose(); g_pTempPos.Dispose(); g_pTempVel.Dispose(); g_pHeightmap.Dispose(); scene.disposeAll(); g_pVB.Dispose(); g_pVBV3D.Dispose(); }
public override void close() { foreach (TgcMesh m in meshes) { m.dispose(); } effect.Dispose(); skyBox.dispose(); terrain.dispose(); pasto.dispose(); arbol.dispose(); arbusto.dispose(); g_pRenderTarget.Dispose(); g_pGlowMap.Dispose(); g_pRenderTarget4Aux.Dispose(); g_pRenderTarget4.Dispose(); g_pVBV3D.Dispose(); g_pDepthStencil.Dispose(); for (int i = 0; i < NUM_REDUCE_TX; i++) { g_pLuminance[i].Dispose(); } g_pLuminance_ant.Dispose(); }
public static void Dispose() { terrain.dispose(); }
public override void close() { terrain.dispose(); }
public void dispose() { terrain2.dispose(); }