public void Shutdown() { // Release the model object. if (Bitmap != null) { Bitmap.Shutdown(); Bitmap = null; } // Release the color shader object. if (TextureShader != null) { TextureShader.Shuddown(); TextureShader = null; } // Release the camera object. if (Camera != null) { Camera = null; } // Release the Direct3D object. if (D3D != null) { D3D.Shutdown(); D3D = null; } }
public void Shutdown() { // Release the color shader object. if (LightShader != null) { LightShader.Shuddown(); LightShader = null; Light = null; } // Release the model object. if (Model != null) { Model.Shutdown(); Model = null; } // Release the camera object. if (Camera != null) { Camera = null; } // Release the Direct3D object. if (D3D != null) { D3D.Shutdown(); D3D = null; } }
public void Shutdown() { // Release the light object. Light = null; // Release the shader object. if (SpecMapShader != null) { SpecMapShader.Shuddown(); SpecMapShader = null; } // Release the model object. if (Model != null) { Model.Shutdown(); Model = null; } // Release the light shader object. if (BumpMapShader != null) { BumpMapShader.Shuddown(); BumpMapShader = null; } // Release the model object. if (BumpMapModel != null) { BumpMapModel.Shutdown(); BumpMapModel = null; } // Release the text object. if (Text != null) { Text.Shutdown(); Text = null; } // Release the camera object. if (Camera != null) { Camera = null; } // Release the Direct3D object. if (D3D != null) { D3D.Shutdown(); D3D = null; } }
public void Shutdown() { // Release the frustum object. Frustum = null; // Release the model list object. if (ModelList != null) { ModelList.Shutdown(); ModelList = null; } // Release the light object. Light = null; // Release the light shader object. if (LightShader != null) { LightShader.Shuddown(); LightShader = null; } // Release the model object. if (Model != null) { Model.Shutdown(); Model = null; } // Release the text object. if (Text != null) { Text.Shutdown(); Text = null; } // Release the camera object. if (Camera != null) { Camera = null; } // Release the Direct3D object. if (D3D != null) { D3D.Shutdown(); D3D = null; } }
public void Shutdown() { // Release the text object. if (Text != null) { Text.Shutdown(); Text = null; } // Release the camera object. if (Camera != null) { Camera = null; } // Release the Direct3D object. if (D3D != null) { D3D.Shutdown(); D3D = null; } }
public void Shutdown() { // Release the text object. if (Text != null) { Text.Shutdown(); Text = null; } // Release the font shader object. if (FontShader != null) { FontShader.Shuddown(); FontShader = null; } // Release the CPU object if (CPU != null) { CPU.Shutdown(); CPU = null; } // Release the FPS object FPS = null; // Release the position object. Position = null; // Release the Timer object Timer = null; // Release the light shader object. if (ColorShader != null) { ColorShader.Shuddown(); ColorShader = null; } // Release the terrain object. if (Terrain != null) { Terrain.Shutdown(); Terrain = null; } // Release the camera object. if (Camera != null) { Camera = null; } // Release the Direct3D object. if (D3D != null) { D3D.Shutdown(); D3D = null; } // Release the input object. if (Input != null) { Input.Shutdown(); Input = null; } }
public void Shutdown() { // Release the fog shader object. if (FogShader != null) { FogShader.Shuddown(); FogShader = null; } // Release the texture shader object. if (TextureShader != null) { TextureShader.Shuddown(); TextureShader = null; } // Release the debug window object. if (DebugWindow != null) { DebugWindow.Shutdown(); DebugWindow = null; } // Release the render to texture object. if (RenderTexture != null) { RenderTexture.Shutdown(); RenderTexture = null; } // Release the light object. Light = null; // Release the shader object. if (LightShader != null) { LightShader.Shuddown(); LightShader = null; } // Release the model object. if (Model != null) { Model.Shutdown(); Model = null; } // Release the light shader object. if (BumpMapShader != null) { BumpMapShader.Shuddown(); BumpMapShader = null; } // Release the model object. if (BumpMapModel != null) { BumpMapModel.Shutdown(); BumpMapModel = null; } // Release the text object. if (Text != null) { Text.Shutdown(); Text = null; } // Release the camera object. if (Camera != null) { Camera = null; } // Release the Direct3D object. if (D3D != null) { D3D.Shutdown(); D3D = null; } }