public void Shutdown() { // Release the frustum object. Frustum = null; // Release the model list object. if (ModelList != null) { ModelList.Shutdown(); ModelList = null; } // Release the light object. Light = null; // Release the light shader object. if (LightShader != null) { LightShader.Shuddown(); LightShader = null; } // Release the model object. if (Model != null) { Model.Shutdown(); Model = null; } // Release the text object. if (Text != null) { Text.Shutdown(); Text = null; } // Release the camera object. if (Camera != null) { Camera = null; } // Release the Direct3D object. if (D3D != null) { D3D.Shutdown(); D3D = null; } }
public void Shutdown() { // Release the fog shader object. if (FogShader != null) { FogShader.Shuddown(); FogShader = null; } // Release the texture shader object. if (TextureShader != null) { TextureShader.Shuddown(); TextureShader = null; } // Release the debug window object. if (DebugWindow != null) { DebugWindow.Shutdown(); DebugWindow = null; } // Release the render to texture object. if (RenderTexture != null) { RenderTexture.Shutdown(); RenderTexture = null; } // Release the light object. Light = null; // Release the shader object. if (LightShader != null) { LightShader.Shuddown(); LightShader = null; } // Release the model object. if (Model != null) { Model.Shutdown(); Model = null; } // Release the light shader object. if (BumpMapShader != null) { BumpMapShader.Shuddown(); BumpMapShader = null; } // Release the model object. if (BumpMapModel != null) { BumpMapModel.Shutdown(); BumpMapModel = null; } // Release the text object. if (Text != null) { Text.Shutdown(); Text = null; } // Release the camera object. if (Camera != null) { Camera = null; } // Release the Direct3D object. if (D3D != null) { D3D.Shutdown(); D3D = null; } }