private void RecreateDepthTexture(uint width, uint height) { Debug.Assert(_depthFormat.HasValue); if (_depthTexture != null) { _depthTexture.Dispose(); } _depthTexture = Util.AssertSubtype <Texture, MTLTexture>( _gd.ResourceFactory.CreateTexture(TextureDescription.Texture2D( width, height, 1, 1, _depthFormat.Value, TextureUsage.DepthStencil))); }
public override void Dispose() { _depthTexture?.Dispose(); }
public override void Dispose() { _depthTexture?.Dispose(); _disposed = true; }