public override void Dispose() { DisposeHUD(); spawnManager.Dispose(); foreach (GameObject o in SceneObjects) { o.Dispose(); } // HeightMaps foreach (HeightMapTextured hm in heightMaps) { hm.Dispose(); } lightBox.Dispose(); ItemDatabase.Instance.Dispose(); skyBox.Dispose(); fullQuadVertexBuffer.Dispose(); auxRenderTarget.Dispose(); auxDepthStencil.Dispose(); gogleViewEffect.Dispose(); gogleViewTexture.Dispose(); DisposeSounds(); }
public override void Dispose() { escenario.DisposeAll(); personaje.Dispose(); skyBox.Dispose(); collisionNormalArrow.Dispose(); directionArrow.Dispose(); }
public override void Dispose() { skyBox.Dispose(); terreno.Dispose(); foreach (var mesh in objetosIsla) { mesh.Dispose(); } }
public override void Dispose() { Plaza.DisposeAll(); AutoFisico1.Dispose(); GrupoPolicias.Dispose(); Cielo.Dispose(); Sonidos.Dispose(); Hud.Dispose(); Invisible.Dispose(); }
/// <summary> /// Se llama cuando termina la ejecución del ejemplo. /// Hacer Dispose() de todos los objetos creados. /// Es muy importante liberar los recursos, sobretodo los gráficos ya que quedan bloqueados en el device de video. /// </summary> public override void Dispose() { this.navePrincipal.Scene.DisposeAll(); this.enemigos.ForEach(enemigo => enemigo.Scene.DisposeAll()); this.escenarios.ForEach(es => { es.Dispose(); }); skyBox.Dispose(); playerAmbiente.closeFile(); g_pShadowMap.Dispose(); g_pDSShadow.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 void Dispose() { world.Dispose(); dispatcher.Dispose(); collisionConfiguration.Dispose(); constraintSolver.Dispose(); broadphase.Dispose(); player1.Dispose(); escenario.Dispose(); skyBox.Dispose(); enemy.Dispose(); items.ForEach(item => item.Dispose()); bullets.ForEach(bullet => bullet.Dispose()); objetos.ForEach(obj => obj.Dispose()); explosions.ForEach(ex => ex.Dispose()); explosionFX.Dispose(); toonFX.Dispose(); }
public override void Dispose() { Plaza.DisposeAll(); AutoFisico1.Dispose(); GrupoPolicias.Dispose(); Cielo.Dispose(); Sonidos.Dispose(); Hud.Dispose(); foreach (var auto in Players) { auto.sonidoAceleracion.dispose(); auto.sonidoDesaceleracion.dispose(); auto.frenada.dispose(); auto.choque.dispose(); } Invisibilidad.Dispose(); g_pRenderTarget.Dispose(); g_pVBV3D.Dispose(); g_pDepthStencil.Dispose(); }
public override void Dispose() { effect.Dispose(); recoltableItemEffect.Dispose(); wavesEffect.Dispose(); playerModel.Dispose(); bulletManager.Dispose(); skyBox.Dispose(); //skyBoxUndersea.Dispose(); surfacePlane.Dispose(); underseaTerrain.Dispose(); collectModel.Dispose(); shipHelmPoster.Dispose(); //Dispose de Meshes meshes.ForEach(x => x.Dispose()); shipHelmMesh.ForEach(x => x.Dispose()); historyModel.Dispose(); music.closeFile(); }
public override void Dispose() { 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 override void Dispose() { //Liberar recursos del SkyBox skyBox.Dispose(); }
public override void Dispose() { skyBox.Dispose(); }
public void DisposeEscenario() { skyBox.Dispose(); heightmap.Dispose(); tgcScene.Meshes.ForEach(mesh => mesh.Dispose()); }
public override void Dispose() { escenario.DisposeAll(); personaje.Dispose(); skyBox.Dispose(); }
public override void Dispose() { skyBox.Dispose(); scene.DisposeAll(); }
public void Dispose() { skyBox.Dispose(); }
/// <summary> /// Se llama cuando termina la ejecución del ejemplo. /// Hacer Dispose() de todos los objetos creados. /// Es muy importante liberar los recursos, sobretodo los gráficos ya que quedan bloqueados en el device de video. /// </summary> public override void Dispose() { skyBox.Dispose(); escenario1.Dispose(); tgcPersonaje.Dispose(); }
public void Dispose() => skybox.Dispose();
public override void Dispose() { cancionPcpal.closeFile(); SkyBox.Dispose(); Scene.DisposeAll(); }