public void Shutdown()
        {
            // Release the light object.
            Light = null;
            // Release the view point object.
            ViewPoint = null;
            // Release the camera object.
            Camera = null;

            // Release the projection texture object.
            ProjectionTexture?.ShutDown();
            ProjectionTexture = null;
            // Release the projection shader object.
            ProjectionShader?.ShutDown();
            ProjectionShader = null;
            // Release the ground model object.
            GroundModel?.Shutdown();
            GroundModel = null;
            // Release the cube model object.
            CubeModel?.Shutdown();
            CubeModel = null;
            // Release the Direct3D object.
            D3D?.ShutDown();
            D3D = null;
        }
        public void Shutdown()
        {
            // Release the light object.
            Light  = null;
            Light2 = null;
            // Release the camera object.
            Camera = null;

            // Release the second render to texture object.
            RenderTexture2?.Shutdown();
            RenderTexture2 = null;
            // Release the shadow shader object.
            ShadowShader?.ShutDown();
            ShadowShader = null;
            // Release the depth shader object.
            DepthShader?.ShutDown();
            DepthShader = null;
            /// Release the render to texture object.
            RenderTexture?.Shutdown();
            RenderTexture = null;
            // Release the ground model object.
            GroundModel?.Shutdown();
            GroundModel = null;
            // Release the sphere model object.
            SphereModel?.Shutdown();
            SphereModel = null;
            // Release the cube model object.
            CubeModel?.Shutdown();
            CubeModel = null;
            // Release the Direct3D object.
            D3D?.ShutDown();
            D3D = null;
        }
        public void Shutdown()
        {
            // Release the position object.
            Position = null;
            // Release the FPS object.
            FPS = null;
            // Release the camera object.
            Camera = null;

            // Release the foliage object.
            Foliage?.ShutDown();
            Foliage = null;
            // Release the ground model object.
            GroundModel?.Shutdown();
            GroundModel = null;
            // Release the user interface object.
            UserInterface?.ShutDown();
            UserInterface = null;
            // Release the shader manager object.
            ShaderManager?.ShutDown();
            ShaderManager = null;
            // Release the input object.
            Input?.Shutdown();
            Input = null;
            // Release the Direct3D object.
            D3D?.ShutDown();
            D3D = null;
        }
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        public void Shutdown()
        {
            // Release the light object.
            Light = null;
            // Release the camera object.
            Camera = null;

            // Release the water shader object.
            WaterShader?.ShutDown();
            WaterShader = null;
            // Release the refraction shader object.
            RefractionShader?.ShutDown();
            RefractionShader = null;
            /// Release the render to texture object.
            RenderReflectionTexture?.Shutdown();
            RenderReflectionTexture = null;
            // Release the render to texture object.
            RenderRefractionTexture?.Shutdown();
            RenderRefractionTexture = null;
            // Release the light shader object.
            LightShader?.ShutDown();
            LightShader = null;
            // Release the model object.
            GroundModel?.Shutdown();
            GroundModel = null;
            // Release the model object.
            WallModel?.Shutdown();
            WallModel = null;
            // Release the model object.
            BathModel?.Shutdown();
            BathModel = null;
            // Release the model object.
            WaterModel?.Shutdown();
            WaterModel = null;
            // Release the Direct3D object.
            D3D?.ShutDown();
            D3D = null;
        }
        public void ShutDown()
        {
            DPerfLogger.ShutDown();

            // Release the light object.
            Light = null;
            // Release the position object.
            Position = null;
            // Release the timer object.
            Timer = null;
            // Release the camera object.
            Camera = null;

            // Release the shadow shader object.
            ShadowShader?.ShutDown();
            ShadowShader = null;
            // Release the transparent depth shader object.
            TransparentDepthShader?.ShutDown();
            TransparentDepthShader = null;
            // Release the depth shader object.
            DepthShader?.ShutDown();
            DepthShader = null;
            // Release the render to texture object.
            RenderTexture?.Shutdown();
            RenderTexture = null;
            // Release the tree object.
            TreeModel?.Shutdown();
            TreeModel = null;
            // Release the model object.
            GroundModel?.Shutdown();
            GroundModel = null;
            // Release the input object.
            Input?.Shutdown();
            Input = null;
            // Release the Direct3D object.
            D3D?.ShutDown();
            D3D = null;
        }
Esempio n. 6
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        public void Shutdown()
        {
            // Release the light object.
            Light = null;
            // Release the camera object.
            Camera = null;

            // Release the soft shadow shader object.
            SoftShadowShader?.ShutDown();
            SoftShadowShader = null;
            // Release the full screen ortho window object.
            FullScreenWindow?.Shutdown();
            FullScreenWindow = null;
            // Release the up sample render to texture object.
            UpSampleTexure?.Shutdown();
            UpSampleTexure = null;
            // Release the vertical blur shader object.
            VerticalBlurShader?.ShutDown();
            VerticalBlurShader = null;
            // Release the vertical blur render to texture object.
            VerticalBlurTexture?.Shutdown();
            VerticalBlurTexture = null;
            // Release the horizontal blur shader object.
            HorizontalBlurShader?.ShutDown();
            HorizontalBlurShader = null;
            // Release the horizontal blur render to texture object.
            HorizontalBlurTexture?.Shutdown();
            HorizontalBlurTexture = null;
            // Release the texture shader object.
            TextureShader?.ShutDown();
            TextureShader = null;
            // Release the small ortho window object.
            SmallWindow?.Shutdown();
            SmallWindow = null;
            // Release the down sample render to texture object.
            DownSampleTexure?.Shutdown();
            DownSampleTexure = null;
            // Release the shadow shader object.
            ShadowShader?.ShutDown();
            ShadowShader = null;
            // Release the black and white render to texture.
            BlackWhiteRenderTexture?.Shutdown();
            BlackWhiteRenderTexture = null;
            // Release the depth shader object.
            DepthShader?.ShutDown();
            DepthShader = null;
            /// Release the render to texture object.
            RenderTexture?.Shutdown();
            RenderTexture = null;
            // Release the ground model object.
            GroundModel?.Shutdown();
            GroundModel = null;
            // Release the sphere model object.
            SphereModel?.Shutdown();
            SphereModel = null;
            // Release the cube model object.
            CubeModel?.Shutdown();
            CubeModel = null;
            // Release the Direct3D object.
            D3D?.ShutDown();
            D3D = null;
        }