public void Dispose() { Albedo?.Dispose(); NormalMap?.Dispose(); HeightMap?.Dispose(); Occlusion?.Dispose(); }
private bool disposedValue = false; // To detect redundant calls protected virtual void Dispose(bool disposing) { if (!disposedValue) { if (disposing) { // TODO: dispose managed state (managed objects). } if (DiffuseMap != null) { DiffuseMap.Dispose(); } if (NormalMap != null) { NormalMap.Dispose(); } if (DiffuseAlphaMap != null) { DiffuseAlphaMap.Dispose(); } if (ColorTable != null) { ColorTable.Dispose(); } if (MaskMap != null) { MaskMap.Dispose(); } if (SpecularMap != null) { SpecularMap.Dispose(); } // TODO: free unmanaged resources (unmanaged objects) and override a finalizer below. // TODO: set large fields to null. disposedValue = true; } }