예제 #1
0
        protected virtual void Dispose(bool disposing)
        {
            if (!IsDisposed)
            {
                if (disposing)
                {
                    // Dispose managed resources.
                    SpriteBatch.Dispose();
                    MeshRenderer.Dispose();
                    _decalRenderer.Dispose();
                    AlphaBlendSceneRenderer.Dispose();
                    _cloudMapRenderer.Dispose();
                    _waterWavesRenderer.Dispose();
                    _sceneCaptureRenderer.Dispose();
                    _planarReflectionRenderer.Dispose();
                    _shadowMapRenderer.Dispose();
                    _shadowMaskRenderer.Dispose();
                    LightBufferRenderer.Dispose();
                    _lensFlareRenderer.Dispose();
                    _skyRenderer.Dispose();
                    _fogRenderer.Dispose();
                    _internalDebugRenderer.Dispose();
                    Scene.Dispose(false);
                    PostProcessors.Dispose();
                    DebugRenderer.Dispose();
                }

                // Release unmanaged resources.

                IsDisposed = true;
            }
        }
예제 #2
0
        protected override void Dispose(bool disposing)
        {
            if (disposing)
            {
                GameObjectService.Objects.Remove(_cameraObject);
                GameObjectService.Objects.Remove(_grabObject);
                GameObjectService.Objects.Remove(_ballShooterObject);

                _animationController0.Stop();
                _animationController1.Stop();

                if (_ragdoll != null)
                {
                    _ragdoll.RemoveFromSimulation();
                }

                Simulation.ForceEffects.Clear();
                Simulation.RigidBodies.Clear();
                Simulation.Constraints.Clear();

                _debugRenderer.Dispose();
                _avatarRenderer.Dispose();
            }
            base.Dispose(disposing);
        }
 public void Dispose()
 {
     _spriteBatch.Dispose();
       _meshRenderer.Dispose();
       _billboardRenderer.Dispose();
       DebugRenderer2D.Dispose();
       DebugRenderer.Dispose();
       Scene.Dispose(false);
 }
예제 #4
0
        protected override void Dispose(bool disposing)
        {
            if (disposing)
            {
                _debugRenderer.Dispose();
            }

            base.Dispose(disposing);
        }
예제 #5
0
        protected override void Dispose(bool disposing)
        {
            if (disposing)
            {
                _modelNode.Dispose(false);
                _debugRenderer.Dispose();
            }

            base.Dispose(disposing);
        }
예제 #6
0
        public void Dispose()
        {
            Trace.WriteLine("\nMojo disposing TinyText.Context...\n");

            mTinyTextContext.Dispose();

            Trace.WriteLine("\nMojo finished disposing TinyText.Context...\n");
            System.Threading.Thread.Sleep(1000);

            mDebugRenderer.Dispose();
        }
        protected override void Dispose(bool disposing)
        {
            if (disposing)
            {
                GameObjectService.Objects.Remove(_cameraObject);
                _debugRenderer.Dispose();
                _avatarRenderer.Dispose();
            }

            base.Dispose(disposing);
        }
예제 #8
0
        protected override void Dispose(bool disposing)
        {
            if (disposing)
            {
                // IMPORTANT: Dispose scene nodes if they are no longer needed!
                _scene.Dispose(false); // Disposes current and all descendant nodes.

                _debugRenderer.Dispose();
            }

            base.Dispose(disposing);
        }
예제 #9
0
        /// <summary>
        /// Releases unmanaged and - optionally - managed resources.
        /// </summary>
        public void Dispose()
        {
            _spriteBatch.Dispose();
            _meshRenderer.Dispose();
            _skyRenderer.Dispose();
            _billboardRenderer.Dispose();
            _movingMeshes.Clear();

            Scene.Dispose(false);
            PostProcessors.Dispose();
            DebugRenderer.Dispose();
        }
예제 #10
0
        protected override void Dispose(bool disposing)
        {
            if (disposing)
            {
                _renderer.Dispose();
                _debugRenderer.Dispose();
                _scene.Dispose(false);

                _proxyNode.Node.Dispose(false);
            }

            base.Dispose(disposing);
        }
예제 #11
0
        protected override void Dispose(bool disposing)
        {
            if (!IsDisposed)
            {
                if (disposing)
                {
                    OcclusionBuffer.Dispose();
                    _debugRenderer.Dispose();
                }

                base.Dispose(disposing);
            }
        }
예제 #12
0
        protected override void Dispose(bool disposing)
        {
            if (disposing)
            {
                GameObjectService.Objects.Remove(_cameraObject);
                GraphicsService.Screens.Remove(_delegateGraphicsScreen);

                // IMPORTANT: Dispose scene nodes if they are no longer needed!
                _scene.Dispose(false); // Disposes current and all descendant nodes.

                _debugRenderer.Dispose();
            }

            base.Dispose(disposing);
        }
        protected override void Dispose(bool disposing)
        {
            if (disposing)
            {
                if (_ragdoll != null)
                {
                    _ragdoll.RemoveFromSimulation();
                }

                _debugRenderer.Dispose();
                _avatarRenderer.Dispose();
            }

            base.Dispose(disposing);
        }
예제 #14
0
        protected override void Dispose(bool disposing)
        {
            if (disposing)
            {
                // Remove game objects.
                GameObjectService.Objects.Remove(_cameraObject);

                // Remove graphics screen.
                GraphicsService.Screens.Remove(_delegateGraphicsScreen);

                // Dispose the other objects.
                _modelNode.Dispose(false);
                _debugRenderer.Dispose();
            }

            base.Dispose(disposing);
        }
예제 #15
0
 public void Dispose()
 {
     _spriteBatch.Dispose();
     _meshRenderer.Dispose();
     _decalRenderer.Dispose();
     _billboardRenderer.Dispose();
     AlphaBlendSceneRenderer.Dispose();
     _shadowMapRenderer.Dispose();
     _shadowMaskRenderer.Dispose();
     LightBufferRenderer.Dispose();
     _lensFlareRenderer.Dispose();
     _skyRenderer.Dispose();
     _fogRenderer.Dispose();
     _internalDebugRenderer.Dispose();
     Scene.Dispose(false);
     PostProcessors.Dispose();
     DebugRenderer.Dispose();
 }
예제 #16
0
        protected override void Dispose(bool disposing)
        {
            if (disposing)
            {
                _animationController0.Stop();
                _animationController0.Recycle();
                _animationController1.Stop();
                _animationController1.Recycle();

                // IMPORTANT: Dispose scene nodes if they are no longer needed!
                _scene.Dispose(false); // Disposes current and all descendant nodes.

                _meshRenderer.Dispose();
                _debugRenderer.Dispose();
            }

            base.Dispose(disposing);
        }
예제 #17
0
        protected override void Dispose(bool disposing)
        {
            if (disposing)
            {
                GameObjectService.Objects.Remove(_cameraObject);
                GraphicsService.Screens.Remove(_delegateGraphicsScreen);

                // IMPORTANT: Always dispose scene nodes if they are no longer needed!
                _model.Dispose(false); // Note: This statement disposes only our local clone.
                                       // The original instance is still available in the
                                       // ContentManager.

                _meshRenderer.Dispose();
                _debugRenderer.Dispose();
            }

            base.Dispose(disposing);
        }
예제 #18
0
        protected override void Dispose(bool disposing)
        {
            if (disposing)
            {
                // IMPORTANT: Always dispose scene nodes if they are no longer needed!
                _model.Dispose(false); // Note: This statement disposes only our local clone.
                                       // The original instance is still available in the
                                       // ContentManager.

                _meshRenderer.Dispose();
                _debugRenderer.Dispose();

                // Unload content.
                // (We have changed the properties of some loaded materials. Other samples
                // should use the default values. When we unload them now, the next sample
                // will reload them with default values.)
                ContentManager.Unload();
            }

            base.Dispose(disposing);
        }
예제 #19
0
        protected virtual void Dispose(bool disposing)
        {
            if (!_isDisposed)
            {
                if (disposing)
                {
                    // Dispose managed resources.
                    DebugRenderer.Dispose();
                    _internalDebugRenderer.Dispose();

                    if (_gameExtension != null)
                    {
                        _gameExtension.GameLogicUpdating -= OnGameLogicUpdating;
                    }
                }

                // Release unmanaged resources.

                _isDisposed = true;
            }
        }