//private void RenderFS() //{ // DeviceContext.InputAssembler.SetVertexBuffers(0, 0, IntPtr.Zero, IntPtr.Zero, IntPtr.Zero); // DeviceContext.InputAssembler.SetIndexBuffer(null, (Format)0, 0); // DeviceContext.VertexShader.Set(fsVertexShader); // DeviceContext.PixelShader.Set(fishGlowPixelShader); // DeviceContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList; // DeviceContext.Draw(3, 0); //} public void Dispose() { swapChain.SetFullscreenState(false, null); //inputLayout.Dispose(); //inputSignature.Dispose(); WVP.Dispose(); Sun.Dispose(); decorRenderer.Dispose(); fishGlow.Dispose(); fishRenderer.Dispose(); foodRenderer.Dispose(); raysRenderer.Dispose(); RasterizerStates.Dispose(); DepthStencilStates.Dispose(); BlendStates.Dispose(); triangleVertexBuffer.Dispose(); vertexShader.Dispose(); pixelShader.Dispose(); colorTarget.Dispose(); renderTargetView.Dispose(); swapChain.Dispose(); Device.Dispose(); DeviceContext.Dispose(); renderForm.Dispose(); }
public void Dispose() { paramsBuffer.Dispose(); vertexBuffer.Dispose(); pixelShader.Dispose(); vertexShader.Dispose(); }
public void Dispose() { paramsBuffer.Dispose(); plantVertexBuffer.Dispose(); floorVertexBuffer.Dispose(); pixelShader.Dispose(); vertexShaderSway.Dispose(); vertexShader.Dispose(); }
public void Dispose() { paramsBuffer.Dispose(); coneVertexBuffer.Dispose(); for (int i = 0; i < vertexBuffer.Length; i++) { vertexBuffer[i].Dispose(); } pixelShader.Dispose(); vertexShader.Dispose(); }