void Dispose(bool disposing) { if (disposed) { return; } if (disposing) { bloomExtractMap.Dispose(); blur.Dispose(); } disposed = true; }
void Dispose(bool disposing) { if (disposed) { return; } if (disposing) { depthMapEffect.Dispose(); depthMap.Dispose(); bluredSceneMap.Dispose(); blur.Dispose(); } disposed = true; }
void Dispose(bool disposing) { if (disposed) { return; } if (disposing) { shadowSceneEffect.Dispose(); shadowSceneMap.Dispose(); if (blur != null) { blur.Dispose(); } } disposed = true; }
void Dispose(bool disposing) { if (disposed) { return; } if (disposing) { shadowMapEffect.Dispose(); if (blur != null) { blur.Dispose(); } foreach (var splitRenderTarget in splitRenderTargets) { splitRenderTarget.Dispose(); } } disposed = true; }