public void cleanUp() { PoolProxy.FreeResourceMemory <ObtainShaderPool, ShaderAllocationPolicy <LandscapeShader>, string, LandscapeShader>(_shader); PoolProxy.FreeResourceMemory <ObtainShaderPool, ShaderAllocationPolicy <WaterReflectionTerrainShader>, string, WaterReflectionTerrainShader>(liteReflectionShader); PoolProxy.FreeResourceMemory <ObtainShaderPool, ShaderAllocationPolicy <WaterRefractionTerrainShader>, string, WaterRefractionTerrainShader>(liteRefractionShader); _buffer.CleanUp(); if (_normalMapR != null) { PoolProxy.FreeResourceMemory <ObtainTexturePool, TextureAllocationPolicy, string, ITexture>(_normalMapR); } if (_normalMapG != null) { PoolProxy.FreeResourceMemory <ObtainTexturePool, TextureAllocationPolicy, string, ITexture>(_normalMapG); } if (_normalMapB != null) { PoolProxy.FreeResourceMemory <ObtainTexturePool, TextureAllocationPolicy, string, ITexture>(_normalMapB); } if (_normalMapBlack != null) { PoolProxy.FreeResourceMemory <ObtainTexturePool, TextureAllocationPolicy, string, ITexture>(_normalMapBlack); } PoolProxy.FreeResourceMemory <ObtainTexturePool, TextureAllocationPolicy, string, ITexture>(_textureBlack); PoolProxy.FreeResourceMemory <ObtainTexturePool, TextureAllocationPolicy, string, ITexture>(_textureR); PoolProxy.FreeResourceMemory <ObtainTexturePool, TextureAllocationPolicy, string, ITexture>(_textureG); PoolProxy.FreeResourceMemory <ObtainTexturePool, TextureAllocationPolicy, string, ITexture>(_textureB); PoolProxy.FreeResourceMemory <ObtainTexturePool, TextureAllocationPolicy, string, ITexture>(_blendMap); }
public void cleanUp() { PoolProxy.FreeResourceMemory <ObtainShaderPool, ShaderAllocationPolicy <SkyboxShader>, string, SkyboxShader>(m_shader); m_buffer.CleanUp(); PoolProxy.FreeResourceMemory <ObtainTexturePool, TextureAllocationPolicy, string, ITexture>(m_skyboxDayTexture); PoolProxy.FreeResourceMemory <ObtainTexturePool, TextureAllocationPolicy, string, ITexture>(m_skyboxNightTexture); }
public void cleanUp() { PoolProxy.FreeResourceMemory <ObtainTexturePool, TextureAllocationPolicy, string, ITexture>(m_texture1); PoolProxy.FreeResourceMemory <ObtainTexturePool, TextureAllocationPolicy, string, ITexture>(m_texture2); PoolProxy.FreeResourceMemory <ObtainShaderPool, ShaderAllocationPolicy <SunShader>, string, SunShader>(this.m_shader); m_buffer.CleanUp(); }
public override void cleanUp() { PoolProxy.FreeResourceMemory <ObtainRenderTargetPool, RenderTargetAllocationPolicy, TextureParameters, ITexture>(ReflectionTexture); PoolProxy.FreeResourceMemory <ObtainRenderTargetPool, RenderTargetAllocationPolicy, TextureParameters, ITexture>(RefractionTexture); PoolProxy.FreeResourceMemory <ObtainRenderTargetPool, RenderTargetAllocationPolicy, TextureParameters, ITexture>(DepthTexture); base.cleanUp(); }
protected override void FreeShader() { PoolProxy.FreeResourceMemory <ObtainShaderPool, ShaderAllocationPolicy <StaticEntityShader>, string, StaticEntityShader>(GetShader()); PoolProxy.FreeResourceMemory <ObtainShaderPool, ShaderAllocationPolicy <SpecialStaticEntityShader>, string, SpecialStaticEntityShader>(m_specialShader); PoolProxy.FreeResourceMemory <ObtainShaderPool, ShaderAllocationPolicy <WaterReflectionEntityShader>, string, WaterReflectionEntityShader>(m_liteReflectionShader); PoolProxy.FreeResourceMemory <ObtainShaderPool, ShaderAllocationPolicy <WaterRefractionEntityShader>, string, WaterRefractionEntityShader>(m_liteRefractionShader); }
public override void cleanUp() { PoolProxy.FreeResourceMemory <ObtainRenderTargetPool, RenderTargetAllocationPolicy, TextureParameters, ITexture>(VerticalBlurTexture); PoolProxy.FreeResourceMemory <ObtainRenderTargetPool, RenderTargetAllocationPolicy, TextureParameters, ITexture>(HorizontalBlurTexture); PoolProxy.FreeResourceMemory <ObtainRenderTargetPool, RenderTargetAllocationPolicy, TextureParameters, ITexture>(DepthOfFieldResultTexture); base.cleanUp(); }
public virtual void CleanUp() { PoolProxy.FreeResourceMemory <ObtainTexturePool, TextureAllocationPolicy, string, ITexture>(m_texture); PoolProxy.FreeResourceMemory <ObtainTexturePool, TextureAllocationPolicy, string, ITexture>(m_normalMap); PoolProxy.FreeResourceMemory <ObtainTexturePool, TextureAllocationPolicy, string, ITexture>(m_specularMap); PoolProxy.FreeResourceMemory <ObtainModelPool, ModelAllocationPolicy, string, Skin>(m_skin); FreeShader(); }
public void CleanUp() { m_buffer?.CleanUp(); PoolProxy.FreeResourceMemory <ObtainTexturePool, TextureAllocationPolicy, string, ITexture>(m_waterDistortionMap); PoolProxy.FreeResourceMemory <ObtainTexturePool, TextureAllocationPolicy, string, ITexture>(m_waterNormalMap); PoolProxy.FreeResourceMemory <ObtainShaderPool, ShaderAllocationPolicy <WaterShader>, string, WaterShader>(m_shader); PoolProxy.FreeResourceMemory <ObtainShaderPool, ShaderAllocationPolicy <StencilPassShader>, string, StencilPassShader>(m_stencilPassShader); }
public override void cleanUp() { PoolProxy.FreeResourceMemory <ObtainRenderTargetPool, RenderTargetAllocationPolicy, TextureParameters, ITexture>(verticalBlurTexture); PoolProxy.FreeResourceMemory <ObtainRenderTargetPool, RenderTargetAllocationPolicy, TextureParameters, ITexture>(horizontalBlurTexture); PoolProxy.FreeResourceMemory <ObtainRenderTargetPool, RenderTargetAllocationPolicy, TextureParameters, ITexture>(frameTextureLowRezolution); PoolProxy.FreeResourceMemory <ObtainRenderTargetPool, RenderTargetAllocationPolicy, TextureParameters, ITexture>(lensFlareResultTexture); base.cleanUp(); }
public void cleanUp() { _plants.Clear(); VAOManager.cleanUp(_buffer); PoolProxy.FreeResourceMemory <ObtainShaderPool, ShaderAllocationPolicy <PlantShader>, string, PlantShader>(_shader); foreach (var item in _texture) { PoolProxy.FreeResourceMemory <ObtainTexturePool, TextureAllocationPolicy, string, ITexture>(item); } }
public void DeallocateRenderTarget() { PoolProxy.FreeResourceMemory <ObtainRenderTargetPool, RenderTargetAllocationPolicy, TextureParameters, ITexture>(m_shadowMapTexture); GL.DeleteFramebuffer(m_framebufferHandler); }
public override void CleanUp() { PoolProxy.FreeResourceMemory <ObtainShaderPool, ShaderAllocationPolicy <DepthOfFieldShader <SubsequenceType> >, string, DepthOfFieldShader <SubsequenceType> >(dofShader); renderTarget.cleanUp(); }
protected override void FreeShader() { PoolProxy.FreeResourceMemory <ObtainShaderPool, ShaderAllocationPolicy <SkeletalMeshEntityShader>, string, SkeletalMeshEntityShader>(GetShader()); }
public override void cleanUp() { PoolProxy.FreeResourceMemory <ObtainRenderTargetPool, RenderTargetAllocationPolicy, TextureParameters, ITexture>(verticalBlurTexture); PoolProxy.FreeResourceMemory <ObtainRenderTargetPool, RenderTargetAllocationPolicy, TextureParameters, ITexture>(horizontalBlurTexture); PoolProxy.FreeResourceMemory <ObtainRenderTargetPool, RenderTargetAllocationPolicy, TextureParameters, ITexture>(bloomResultTexture); }
public void CleanUp() { PoolProxy.FreeResourceMemory <ObtainRenderTargetPool, RenderTargetAllocationPolicy, TextureParameters, ITexture>(ColorTexture); PoolProxy.FreeResourceMemory <ObtainRenderTargetPool, RenderTargetAllocationPolicy, TextureParameters, ITexture>(DepthStencilTexture); GL.DeleteFramebuffer(FramebufferDescriptor); }
public static void CleanUp() { PoolProxy.FreeResourceMemory <ObtainShaderPool, ShaderAllocationPolicy <CopyTextureShader>, string, CopyTextureShader>(copyShader); PoolProxy.FreeResourceMemory <ObtainShaderPool, ShaderAllocationPolicy <ResolvePostProcessResultToDefaultFramebufferShader>, string, ResolvePostProcessResultToDefaultFramebufferShader>(resolvePostProcessShader); }
public override void cleanUp() { PoolProxy.FreeResourceMemory <ObtainRenderTargetPool, RenderTargetAllocationPolicy, TextureParameters, ITexture>(RadialBlurAppliedTexture); PoolProxy.FreeResourceMemory <ObtainRenderTargetPool, RenderTargetAllocationPolicy, TextureParameters, ITexture>(LightShaftsResultTexture); base.cleanUp(); }
public override void CleanUp() { renderTarget.cleanUp(); PoolProxy.FreeResourceMemory <ObtainShaderPool, ShaderAllocationPolicy <LightShaftShader <SubsequenceType> >, string, LightShaftShader <SubsequenceType> >(shader); }
public void CleanUp() { PoolProxy.FreeResourceMemory <ObtainShaderPool, ShaderAllocationPolicy <SkeletonShader>, string, SkeletonShader>(m_skeletonShader); PoolProxy.FreeResourceMemory <ObtainAnimationPool, AnimationAllocationPolicy, string, List <AnimationSequence> >(m_animations); }
public override void CleanUp() { base.CleanUp(); PoolProxy.FreeResourceMemory <ObtainTexturePool, TextureAllocationPolicy, string, ITexture>(m_texture); PoolProxy.FreeResourceMemory <ObtainTexturePool, TextureAllocationPolicy, string, ITexture>(m_envMap); }
public void cleanUp() { PoolProxy.FreeResourceMemory <ObtainShaderPool, ShaderAllocationPolicy <PointLightDebugShader>, string, PointLightDebugShader>(_shader); PoolProxy.FreeResourceMemory <ObtainTexturePool, TextureAllocationPolicy, string, ITexture>(_texture); _buffer.CleanUp(); }
protected override void FreeShader() { PoolProxy.FreeResourceMemory <ObtainShaderPool, ShaderAllocationPolicy <EnvironmentEntitiesShader>, string, EnvironmentEntitiesShader>(GetShader()); }
public void CleanUp() { PoolProxy.FreeResourceMemory <ObtainShaderPool, ShaderAllocationPolicy <UiFrameShader>, string, UiFrameShader>(_shader); }