Esempio n. 1
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 public void cleanUp()
 {
     PoolProxy.FreeResourceMemory <ObtainShaderPool, ShaderAllocationPolicy <LandscapeShader>, string, LandscapeShader>(_shader);
     PoolProxy.FreeResourceMemory <ObtainShaderPool, ShaderAllocationPolicy <WaterReflectionTerrainShader>, string, WaterReflectionTerrainShader>(liteReflectionShader);
     PoolProxy.FreeResourceMemory <ObtainShaderPool, ShaderAllocationPolicy <WaterRefractionTerrainShader>, string, WaterRefractionTerrainShader>(liteRefractionShader);
     _buffer.CleanUp();
     if (_normalMapR != null)
     {
         PoolProxy.FreeResourceMemory <ObtainTexturePool, TextureAllocationPolicy, string, ITexture>(_normalMapR);
     }
     if (_normalMapG != null)
     {
         PoolProxy.FreeResourceMemory <ObtainTexturePool, TextureAllocationPolicy, string, ITexture>(_normalMapG);
     }
     if (_normalMapB != null)
     {
         PoolProxy.FreeResourceMemory <ObtainTexturePool, TextureAllocationPolicy, string, ITexture>(_normalMapB);
     }
     if (_normalMapBlack != null)
     {
         PoolProxy.FreeResourceMemory <ObtainTexturePool, TextureAllocationPolicy, string, ITexture>(_normalMapBlack);
     }
     PoolProxy.FreeResourceMemory <ObtainTexturePool, TextureAllocationPolicy, string, ITexture>(_textureBlack);
     PoolProxy.FreeResourceMemory <ObtainTexturePool, TextureAllocationPolicy, string, ITexture>(_textureR);
     PoolProxy.FreeResourceMemory <ObtainTexturePool, TextureAllocationPolicy, string, ITexture>(_textureG);
     PoolProxy.FreeResourceMemory <ObtainTexturePool, TextureAllocationPolicy, string, ITexture>(_textureB);
     PoolProxy.FreeResourceMemory <ObtainTexturePool, TextureAllocationPolicy, string, ITexture>(_blendMap);
 }
Esempio n. 2
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 public void cleanUp()
 {
     PoolProxy.FreeResourceMemory <ObtainShaderPool, ShaderAllocationPolicy <SkyboxShader>, string, SkyboxShader>(m_shader);
     m_buffer.CleanUp();
     PoolProxy.FreeResourceMemory <ObtainTexturePool, TextureAllocationPolicy, string, ITexture>(m_skyboxDayTexture);
     PoolProxy.FreeResourceMemory <ObtainTexturePool, TextureAllocationPolicy, string, ITexture>(m_skyboxNightTexture);
 }
Esempio n. 3
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 public void cleanUp()
 {
     PoolProxy.FreeResourceMemory <ObtainTexturePool, TextureAllocationPolicy, string, ITexture>(m_texture1);
     PoolProxy.FreeResourceMemory <ObtainTexturePool, TextureAllocationPolicy, string, ITexture>(m_texture2);
     PoolProxy.FreeResourceMemory <ObtainShaderPool, ShaderAllocationPolicy <SunShader>, string, SunShader>(this.m_shader);
     m_buffer.CleanUp();
 }
Esempio n. 4
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 public override void cleanUp()
 {
     PoolProxy.FreeResourceMemory <ObtainRenderTargetPool, RenderTargetAllocationPolicy, TextureParameters, ITexture>(ReflectionTexture);
     PoolProxy.FreeResourceMemory <ObtainRenderTargetPool, RenderTargetAllocationPolicy, TextureParameters, ITexture>(RefractionTexture);
     PoolProxy.FreeResourceMemory <ObtainRenderTargetPool, RenderTargetAllocationPolicy, TextureParameters, ITexture>(DepthTexture);
     base.cleanUp();
 }
Esempio n. 5
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 protected override void FreeShader()
 {
     PoolProxy.FreeResourceMemory <ObtainShaderPool, ShaderAllocationPolicy <StaticEntityShader>, string, StaticEntityShader>(GetShader());
     PoolProxy.FreeResourceMemory <ObtainShaderPool, ShaderAllocationPolicy <SpecialStaticEntityShader>, string, SpecialStaticEntityShader>(m_specialShader);
     PoolProxy.FreeResourceMemory <ObtainShaderPool, ShaderAllocationPolicy <WaterReflectionEntityShader>, string, WaterReflectionEntityShader>(m_liteReflectionShader);
     PoolProxy.FreeResourceMemory <ObtainShaderPool, ShaderAllocationPolicy <WaterRefractionEntityShader>, string, WaterRefractionEntityShader>(m_liteRefractionShader);
 }
 public override void cleanUp()
 {
     PoolProxy.FreeResourceMemory <ObtainRenderTargetPool, RenderTargetAllocationPolicy, TextureParameters, ITexture>(VerticalBlurTexture);
     PoolProxy.FreeResourceMemory <ObtainRenderTargetPool, RenderTargetAllocationPolicy, TextureParameters, ITexture>(HorizontalBlurTexture);
     PoolProxy.FreeResourceMemory <ObtainRenderTargetPool, RenderTargetAllocationPolicy, TextureParameters, ITexture>(DepthOfFieldResultTexture);
     base.cleanUp();
 }
Esempio n. 7
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 public virtual void CleanUp()
 {
     PoolProxy.FreeResourceMemory <ObtainTexturePool, TextureAllocationPolicy, string, ITexture>(m_texture);
     PoolProxy.FreeResourceMemory <ObtainTexturePool, TextureAllocationPolicy, string, ITexture>(m_normalMap);
     PoolProxy.FreeResourceMemory <ObtainTexturePool, TextureAllocationPolicy, string, ITexture>(m_specularMap);
     PoolProxy.FreeResourceMemory <ObtainModelPool, ModelAllocationPolicy, string, Skin>(m_skin);
     FreeShader();
 }
Esempio n. 8
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 public void CleanUp()
 {
     m_buffer?.CleanUp();
     PoolProxy.FreeResourceMemory <ObtainTexturePool, TextureAllocationPolicy, string, ITexture>(m_waterDistortionMap);
     PoolProxy.FreeResourceMemory <ObtainTexturePool, TextureAllocationPolicy, string, ITexture>(m_waterNormalMap);
     PoolProxy.FreeResourceMemory <ObtainShaderPool, ShaderAllocationPolicy <WaterShader>, string, WaterShader>(m_shader);
     PoolProxy.FreeResourceMemory <ObtainShaderPool, ShaderAllocationPolicy <StencilPassShader>, string, StencilPassShader>(m_stencilPassShader);
 }
Esempio n. 9
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 public override void cleanUp()
 {
     PoolProxy.FreeResourceMemory <ObtainRenderTargetPool, RenderTargetAllocationPolicy, TextureParameters, ITexture>(verticalBlurTexture);
     PoolProxy.FreeResourceMemory <ObtainRenderTargetPool, RenderTargetAllocationPolicy, TextureParameters, ITexture>(horizontalBlurTexture);
     PoolProxy.FreeResourceMemory <ObtainRenderTargetPool, RenderTargetAllocationPolicy, TextureParameters, ITexture>(frameTextureLowRezolution);
     PoolProxy.FreeResourceMemory <ObtainRenderTargetPool, RenderTargetAllocationPolicy, TextureParameters, ITexture>(lensFlareResultTexture);
     base.cleanUp();
 }
Esempio n. 10
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 public void cleanUp()
 {
     _plants.Clear();
     VAOManager.cleanUp(_buffer);
     PoolProxy.FreeResourceMemory <ObtainShaderPool, ShaderAllocationPolicy <PlantShader>, string, PlantShader>(_shader);
     foreach (var item in _texture)
     {
         PoolProxy.FreeResourceMemory <ObtainTexturePool, TextureAllocationPolicy, string, ITexture>(item);
     }
 }
Esempio n. 11
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 public void DeallocateRenderTarget()
 {
     PoolProxy.FreeResourceMemory <ObtainRenderTargetPool, RenderTargetAllocationPolicy, TextureParameters, ITexture>(m_shadowMapTexture);
     GL.DeleteFramebuffer(m_framebufferHandler);
 }
 public override void CleanUp()
 {
     PoolProxy.FreeResourceMemory <ObtainShaderPool, ShaderAllocationPolicy <DepthOfFieldShader <SubsequenceType> >, string, DepthOfFieldShader <SubsequenceType> >(dofShader);
     renderTarget.cleanUp();
 }
 protected override void FreeShader()
 {
     PoolProxy.FreeResourceMemory <ObtainShaderPool, ShaderAllocationPolicy <SkeletalMeshEntityShader>, string, SkeletalMeshEntityShader>(GetShader());
 }
Esempio n. 14
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 public override void cleanUp()
 {
     PoolProxy.FreeResourceMemory <ObtainRenderTargetPool, RenderTargetAllocationPolicy, TextureParameters, ITexture>(verticalBlurTexture);
     PoolProxy.FreeResourceMemory <ObtainRenderTargetPool, RenderTargetAllocationPolicy, TextureParameters, ITexture>(horizontalBlurTexture);
     PoolProxy.FreeResourceMemory <ObtainRenderTargetPool, RenderTargetAllocationPolicy, TextureParameters, ITexture>(bloomResultTexture);
 }
 public void CleanUp()
 {
     PoolProxy.FreeResourceMemory <ObtainRenderTargetPool, RenderTargetAllocationPolicy, TextureParameters, ITexture>(ColorTexture);
     PoolProxy.FreeResourceMemory <ObtainRenderTargetPool, RenderTargetAllocationPolicy, TextureParameters, ITexture>(DepthStencilTexture);
     GL.DeleteFramebuffer(FramebufferDescriptor);
 }
Esempio n. 16
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 public static void CleanUp()
 {
     PoolProxy.FreeResourceMemory <ObtainShaderPool, ShaderAllocationPolicy <CopyTextureShader>, string, CopyTextureShader>(copyShader);
     PoolProxy.FreeResourceMemory <ObtainShaderPool, ShaderAllocationPolicy <ResolvePostProcessResultToDefaultFramebufferShader>, string, ResolvePostProcessResultToDefaultFramebufferShader>(resolvePostProcessShader);
 }
Esempio n. 17
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 public override void cleanUp()
 {
     PoolProxy.FreeResourceMemory <ObtainRenderTargetPool, RenderTargetAllocationPolicy, TextureParameters, ITexture>(RadialBlurAppliedTexture);
     PoolProxy.FreeResourceMemory <ObtainRenderTargetPool, RenderTargetAllocationPolicy, TextureParameters, ITexture>(LightShaftsResultTexture);
     base.cleanUp();
 }
Esempio n. 18
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 public override void CleanUp()
 {
     renderTarget.cleanUp();
     PoolProxy.FreeResourceMemory <ObtainShaderPool, ShaderAllocationPolicy <LightShaftShader <SubsequenceType> >, string, LightShaftShader <SubsequenceType> >(shader);
 }
 public void CleanUp()
 {
     PoolProxy.FreeResourceMemory <ObtainShaderPool, ShaderAllocationPolicy <SkeletonShader>, string, SkeletonShader>(m_skeletonShader);
     PoolProxy.FreeResourceMemory <ObtainAnimationPool, AnimationAllocationPolicy, string, List <AnimationSequence> >(m_animations);
 }
Esempio n. 20
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 public override void CleanUp()
 {
     base.CleanUp();
     PoolProxy.FreeResourceMemory <ObtainTexturePool, TextureAllocationPolicy, string, ITexture>(m_texture);
     PoolProxy.FreeResourceMemory <ObtainTexturePool, TextureAllocationPolicy, string, ITexture>(m_envMap);
 }
 public void cleanUp()
 {
     PoolProxy.FreeResourceMemory <ObtainShaderPool, ShaderAllocationPolicy <PointLightDebugShader>, string, PointLightDebugShader>(_shader);
     PoolProxy.FreeResourceMemory <ObtainTexturePool, TextureAllocationPolicy, string, ITexture>(_texture);
     _buffer.CleanUp();
 }
Esempio n. 22
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 protected override void FreeShader()
 {
     PoolProxy.FreeResourceMemory <ObtainShaderPool, ShaderAllocationPolicy <EnvironmentEntitiesShader>, string, EnvironmentEntitiesShader>(GetShader());
 }
Esempio n. 23
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 public void CleanUp()
 {
     PoolProxy.FreeResourceMemory <ObtainShaderPool, ShaderAllocationPolicy <UiFrameShader>, string, UiFrameShader>(_shader);
 }