public override void TearDown() { _spriteBatch.Dispose(); _texture.Dispose(); _texture2.Dispose(); _texture3.Dispose(); _effect.Dispose(); _effect2.Dispose(); base.TearDown(); }
/// <summary> /// Releases unmanaged and - optionally - managed resources /// </summary> /// <param name="disposing"><c>true</c> to release both managed and unmanaged resources; <c>false</c> to release only unmanaged resources.</param> protected override void Dispose(bool disposing) { if (!IsDisposed) { if (_effect != null) { _effect.Dispose(); } } base.Dispose(disposing); }
/// <summary> /// Dispose /// </summary> /// <param name="someObject">Some object</param> public static void Dispose(ref Effect someObject) { if (someObject != null) someObject.Dispose(); someObject = null; }