private bool RenderFadingScene() { // Turn off the Z buffer to begin all 2D rendering. D3D.TurnZBufferOff(); // Get the world, view, and orthotic matrices from camera and d3d objects. var viewMatrix = Camera.ViewMatrix; var worldMatrix = D3D.WorldMatrix; var orthoMatrix = D3D.OrthoMatrix; // Put the bitmap vertex and index buffers on the graphics pipeline to prepare them for drawing. if (!Bitmap.Render(D3D.DeviceContext, 0, 0)) { return(false); } // Render the bitmap using the fade shader. if (!FadeShader.Render(D3D.DeviceContext, Bitmap.IndexCount, worldMatrix, viewMatrix, orthoMatrix, RenderTexture.ShaderResourceView, FadePercentage)) { return(false); } // Turn the Z buffer back on now that all 2D rendering has completed. D3D.TurnZBufferOn(); return(true); }
public void Shutdown() { // Release the camera object. Camera = null; // Release the model object. Bitmap?.Shutdown(); Bitmap = null; // Release the fade shader object. FadeShader?.ShutDown(); FadeShader = null; // Release the texture shader object. TextureShader?.ShutDown(); TextureShader = null; // Release the render to texture object. RenderTexture?.Shutdown(); RenderTexture = null; // Release the model object. Model?.Shutdown(); Model = null; // Release the Direct3D object. D3D?.ShutDown(); D3D = null; }