Exemple #1
0
        static public void DisposeAll()
        {
            effect.Dispose();
            renderview.Dispose();
            backbuffer.Dispose();
            device.Dispose();
            swapchain.Dispose();

            Diffuse.Dispose();
            Diffuse2.Dispose();
            Diffuse3.Dispose();
            BumpMap.Dispose();
            Reflection.Dispose();
            DiffuseResource.Dispose();
            Diffuse2Resource.Dispose();
            Diffuse3Resource.Dispose();
            BumpMapResource.Dispose();
            ReflectionResource.Dispose();

            for (int i = 0; i < Boxes.Count; i++)
            {
                Boxes[i].VertexStream.Dispose();
            }
            Boxes.Clear();
            BoxMatrices.Clear();

            for (int i = 0; i < Engine.Actors.Count; i++)
            {
                //jak to dokladnie nalezy zdisposowac ?
                Engine.Actors[i].Dispose();
            }
        }
Exemple #2
0
 private void DisposeDevice()
 {
     UnloadContent();
     RenderTarget.Dispose();
     GraphicsDevice.ImmediateContext.Rasterizer.State.Dispose();
     GraphicsDevice.Dispose();
     SwapChain.Dispose();
 }
Exemple #3
0
 static public void DisposeAll()
 {
     effect.Dispose();
     renderview.Dispose();
     backbuffer.Dispose();
     device.Dispose();
     swapchain.Dispose();
 }
Exemple #4
0
 private void DisposeDevice()
 {
     UnloadContent();
     factor?.Dispose();
     device.ImmediateContext.OutputMerger.BlendState?.Dispose();
     device.ImmediateContext?.Dispose();
     depthStencil?.Dispose();
     renderTarget?.Dispose();
     device?.Dispose();
     swapChain?.Dispose();
 }
 private void DestroySwapChain()
 {
     if (_swapChain != null)
     {
         if (_isFullScreen)
         {
             _swapChain.SetFullScreenState(false, null);
         }
         if (_renderer != null)
         {
             _renderer.Resources.RemoveTrackedObject(_swapChain.ComPointer);
         }
         _swapChain.Dispose();
         _swapChain = null;
     }
 }