public void Shutdown() { // Release the light object. Light = null; // Release the view point object. ViewPoint = null; // Release the camera object. Camera = null; // Release the projection texture object. ProjectionTexture?.ShutDown(); ProjectionTexture = null; // Release the projection shader object. ProjectionShader?.ShutDown(); ProjectionShader = null; // Release the ground model object. GroundModel?.Shutdown(); GroundModel = null; // Release the cube model object. CubeModel?.Shutdown(); CubeModel = null; // Release the Direct3D object. D3D?.ShutDown(); D3D = null; }
public void Shutdown() { // Release the light object. Light = null; Light2 = null; // Release the camera object. Camera = null; // Release the second render to texture object. RenderTexture2?.Shutdown(); RenderTexture2 = null; // Release the shadow shader object. ShadowShader?.ShutDown(); ShadowShader = null; // Release the depth shader object. DepthShader?.ShutDown(); DepthShader = null; /// Release the render to texture object. RenderTexture?.Shutdown(); RenderTexture = null; // Release the ground model object. GroundModel?.Shutdown(); GroundModel = null; // Release the sphere model object. SphereModel?.Shutdown(); SphereModel = null; // Release the cube model object. CubeModel?.Shutdown(); CubeModel = null; // Release the Direct3D object. D3D?.ShutDown(); D3D = null; }
public void Shutdown() { // Release the position object. Position = null; // Release the FPS object. FPS = null; // Release the camera object. Camera = null; // Release the foliage object. Foliage?.ShutDown(); Foliage = null; // Release the ground model object. GroundModel?.Shutdown(); GroundModel = null; // Release the user interface object. UserInterface?.ShutDown(); UserInterface = null; // Release the shader manager object. ShaderManager?.ShutDown(); ShaderManager = null; // Release the input object. Input?.Shutdown(); Input = null; // Release the Direct3D object. D3D?.ShutDown(); D3D = null; }
public void Shutdown() { // Release the light object. Light = null; // Release the camera object. Camera = null; // Release the water shader object. WaterShader?.ShutDown(); WaterShader = null; // Release the refraction shader object. RefractionShader?.ShutDown(); RefractionShader = null; /// Release the render to texture object. RenderReflectionTexture?.Shutdown(); RenderReflectionTexture = null; // Release the render to texture object. RenderRefractionTexture?.Shutdown(); RenderRefractionTexture = null; // Release the light shader object. LightShader?.ShutDown(); LightShader = null; // Release the model object. GroundModel?.Shutdown(); GroundModel = null; // Release the model object. WallModel?.Shutdown(); WallModel = null; // Release the model object. BathModel?.Shutdown(); BathModel = null; // Release the model object. WaterModel?.Shutdown(); WaterModel = null; // Release the Direct3D object. D3D?.ShutDown(); D3D = null; }
public void ShutDown() { DPerfLogger.ShutDown(); // Release the light object. Light = null; // Release the position object. Position = null; // Release the timer object. Timer = null; // Release the camera object. Camera = null; // Release the shadow shader object. ShadowShader?.ShutDown(); ShadowShader = null; // Release the transparent depth shader object. TransparentDepthShader?.ShutDown(); TransparentDepthShader = null; // Release the depth shader object. DepthShader?.ShutDown(); DepthShader = null; // Release the render to texture object. RenderTexture?.Shutdown(); RenderTexture = null; // Release the tree object. TreeModel?.Shutdown(); TreeModel = null; // Release the model object. GroundModel?.Shutdown(); GroundModel = null; // Release the input object. Input?.Shutdown(); Input = null; // Release the Direct3D object. D3D?.ShutDown(); D3D = null; }
public void Shutdown() { // Release the light object. Light = null; // Release the camera object. Camera = null; // Release the soft shadow shader object. SoftShadowShader?.ShutDown(); SoftShadowShader = null; // Release the full screen ortho window object. FullScreenWindow?.Shutdown(); FullScreenWindow = null; // Release the up sample render to texture object. UpSampleTexure?.Shutdown(); UpSampleTexure = null; // Release the vertical blur shader object. VerticalBlurShader?.ShutDown(); VerticalBlurShader = null; // Release the vertical blur render to texture object. VerticalBlurTexture?.Shutdown(); VerticalBlurTexture = null; // Release the horizontal blur shader object. HorizontalBlurShader?.ShutDown(); HorizontalBlurShader = null; // Release the horizontal blur render to texture object. HorizontalBlurTexture?.Shutdown(); HorizontalBlurTexture = null; // Release the texture shader object. TextureShader?.ShutDown(); TextureShader = null; // Release the small ortho window object. SmallWindow?.Shutdown(); SmallWindow = null; // Release the down sample render to texture object. DownSampleTexure?.Shutdown(); DownSampleTexure = null; // Release the shadow shader object. ShadowShader?.ShutDown(); ShadowShader = null; // Release the black and white render to texture. BlackWhiteRenderTexture?.Shutdown(); BlackWhiteRenderTexture = null; // Release the depth shader object. DepthShader?.ShutDown(); DepthShader = null; /// Release the render to texture object. RenderTexture?.Shutdown(); RenderTexture = null; // Release the ground model object. GroundModel?.Shutdown(); GroundModel = null; // Release the sphere model object. SphereModel?.Shutdown(); SphereModel = null; // Release the cube model object. CubeModel?.Shutdown(); CubeModel = null; // Release the Direct3D object. D3D?.ShutDown(); D3D = null; }