protected override void Removed(SystemRegistry registry) { _vb?.Dispose(); _ib?.Dispose(); _material?.Dispose(); _rasterizerState?.Dispose(); _cubemapBinding?.Dispose(); _cubemapBinding?.BoundTexture?.Dispose(); }
/// <summary> /// Frees all graphics resources used by the renderer. /// </summary> public void Dispose() { _vertexBuffer.Dispose(); _indexBuffer.Dispose(); _depthDisabledState.Dispose(); _blendState.Dispose(); _fontTextureBinding.Dispose(); _shaderSet.Dispose(); }
public void ClearDeviceResources() { _deviceTexture?.Dispose(); _textureBinding?.Dispose(); if (_isTransparent) { _ib?.Dispose(); } }
public void Dispose() { _vb?.Dispose(); _ib?.Dispose(); _material?.Dispose(); _texture?.Dispose(); _textureBinding?.Dispose(); _wireframeState?.Dispose(); }
public void Dispose() { _regularPassMaterial.Dispose(); _shadowPassMaterial.Dispose(); _overrideTexture?.Dispose(); _overrideTextureBinding?.Dispose(); _vb.Dispose(); _ib.Dispose(); }
public override void DestroyDeviceObjects() { _shaderSet.Dispose(); _vb.Dispose(); _ib.Dispose(); _gridTexture.Dispose(); _textureBinding.Dispose(); _rasterizerState.Dispose(); }
public override void DestroyDeviceObjects() { _shaderSet.Dispose(); _cubemapTexture.Dispose(); _cubemapBinding.Dispose(); _vb.Dispose(); _ib.Dispose(); _viewMatrixBuffer.Dispose(); _rasterizerState.Dispose(); }