public override void Dispose() { moto.dispose(); foreach (TgcMesh caja in cajas) { caja.dispose(); } controladorIA.disposeOponentes(); skyBoxTron.dispose(); texto.Dispose(); textoModoDios.Dispose(); cajaConLuz.dispose(); efectoLuz.Dispose(); gestorPowerUps.dispose(); pisoPlane.dispose(); piso.dispose(); mp3Player.closeFile(); }
public override void Dispose() { suelo.dispose(); //Al hacer dispose del original, se hace dispose automáticamente de todas las instancias palmeraOriginal.dispose(); }
public override void init() { Microsoft.DirectX.Direct3D.Device d3dDevice = GuiController.Instance.D3dDevice; //Cuerpo principal que se controla con el teclado box = TgcBox.fromSize(new Vector3(0, 10, 0), new Vector3(10, 10, 10), Color.Blue); //triangulo triangle = new CustomVertex.PositionColored[3]; triangle[0] = new CustomVertex.PositionColored(-100, 0, 0, Color.Red.ToArgb()); triangle[1] = new CustomVertex.PositionColored(0, 0, 50, Color.Green.ToArgb()); triangle[2] = new CustomVertex.PositionColored(0, 100, 0, Color.Blue.ToArgb()); triagleAABB = TgcBoundingBox.computeFromPoints(new Vector3[] { triangle[0].Position, triangle[1].Position, triangle[2].Position }); //box2 box2 = TgcBox.fromSize(new Vector3(-50, 10, -20), new Vector3(15, 15, 15), Color.Violet); //sphere sphere = new TgcBoundingSphere(new Vector3(30, 20, -20), 15); //OBB: computar OBB a partir del AABB del mesh. TgcSceneLoader loader = new TgcSceneLoader(); TgcMesh meshObb = loader.loadSceneFromFile(GuiController.Instance.ExamplesMediaDir + "MeshCreator\\Meshes\\Vehiculos\\StarWars-ATST\\StarWars-ATST-TgcScene.xml").Meshes[0]; obb = TgcObb.computeFromAABB(meshObb.BoundingBox); meshObb.dispose(); obb.move(new Vector3(100, 0, 30)); obb.setRotation(new Vector3(0, FastMath.PI / 4, 0)); //Configurar camara en Tercer Persona GuiController.Instance.ThirdPersonCamera.Enable = true; GuiController.Instance.ThirdPersonCamera.setCamera(box.Position, 30, -75); }
public override void Dispose() { if (Mesh.Enabled) { Mesh.dispose(); } }
public void Dispose() { // Se libera el Terreno terrain.dispose(); mar.dispose(); laguna.dispose(); fogata.dispose(); emisorFuego.dispose(); // Se liberan los elementos de la escena foreach (var mesh in SceneMeshes) { mesh.dispose(); } foreach (var dest in Destroyables) { dest.Dispose(); } // Se libera Lista de Mesh SceneMeshes.Clear(); //Liberar recursos del SkyBox skyBoxGame[env.horaDelDia].dispose(); }
public override void updateBoundingBox() { TgcMesh m = mesh.toMesh(this.Name); this.mesh.BoundingBox.setExtremes(m.BoundingBox.PMin, m.BoundingBox.PMax); m.dispose(); }
public void dispose() { //suelo.Enabled = true; suelo.dispose(); //calle.dispose(); //Al hacer dispose del original, se hace dispose automaticamente de todas las instancias edificio.dispose(); /* auto.dispose(); * hummer.dispose(); * camion.dispose(); * buggy.dispose(); * patrullero.dispose(); */ /* foreach (var vehiculo in vehiculos) * { * vehiculo.getMesh().dispose(); * }*/ //Liberar recursos del SkyBox skyBox.dispose(); foreach (TgcMesh mesh in this.getAllMeshes()) { mesh.dispose(); } disposeListas(); }
public override void Dispose() { colliderCylinder.dispose(); colliderCylinderFixedY.dispose(); collisionableSphere.dispose(); collisionableMeshAABB.dispose(); collisionableCylinder.dispose(); }
public override void dispose() { meshAuxiliarParaSonido.dispose(); walkSound.dispose(); runSound.dispose(); breathSound.dispose(); hitSound.dispose(); }
public override void Dispose() { //Liberar memoria del modelo 3D mesh.dispose(); //Liberar memoria de toda la escena scene.disposeAll(); }
public override void Dispose() { skyBox.dispose(); terreno.dispose(); foreach (var mesh in objetosIsla) { mesh.dispose(); } }
public override void close() { mesh.dispose(); effect.Dispose(); g_pRenderTarget.Dispose(); g_pBlurFactor.Dispose(); g_pVBV3D.Dispose(); g_pDepthStencil.Dispose(); }
public override void Dispose() { mesh.dispose(); box2.dispose(); boundingSphere.dispose(); meshObb.dispose(); obb.dispose(); triangle = null; }
public override void close() { //universo.disposeAll(); nave.dispose(); for (int i = 0; i < 10; i++) { planetas[i].dispose(); } }
public override void close() { skyBox.dispose(); terreno.dispose(); foreach (TgcMesh mesh in objetosIsla) { mesh.dispose(); } }
public override void close() { g_pRenderTarget.Dispose(); g_pDepthStencil.Dispose(); g_pVBV3D.Dispose(); g_pVel1.Dispose(); g_pVel2.Dispose(); arbol.dispose(); skyBox.dispose(); }
public override void close() { sol.dispose(); nave.Modelo.dispose(); effect.Dispose(); screenQuadVB.Dispose(); renderTarget2D.Dispose(); NaveEnemiga1.Modelo.dispose(); Universo.disposeAll(); }
public override void close() { mesh.dispose(); g_pRenderTarget.Dispose(); g_pDepthStencil.Dispose(); g_pVBV3D.Dispose(); g_pVel1.Dispose(); g_pVel2.Dispose(); }
internal void close() { ModeloRobot.dispose(); ModeloNave.dispose(); ModeloProyectil.dispose(); windShader.Dispose(); envMap.Dispose(); skeletalEnvMap.Dispose(); cubeMap.Dispose(); Vegetation.disposeAll(); Arbustos.disposeAll(); terrain.dispose(); player1.dispose(); skyBox.dispose(); foreach (Enemy enemy in enemies) { enemy.dispose(); } enemies.Clear(); foreach (Proyectil proy in proyectiles) { proy.dispose(); } proyectiles.Clear(); foreach (Barril barril in barriles) { barril.dispose(); } barriles.Clear(); Barriles.disposeAll(); foreach (Pasto pasto in pastos) { pasto.dispose(); } foreach (TgcMesh tesoro in tesoros) { tesoro.dispose(); } tesoros.Clear(); Tesoros.disposeAll(); foreach (TgcSprite pointer in pointers) { pointer.dispose(); } pointers.Clear(); }
public override void dispose() { mesh.dispose(); mesh = null; originalUVCoords = null; if (editablePoly != null) { editablePoly.dispose(); editablePoly = null; } }
public override void close() { mesh.dispose(); effect.Dispose(); g_pBaseTexture.Dispose(); g_pBaseTexture2.Dispose(); g_pBaseTexture3.Dispose(); g_pHeightmap.Dispose(); g_pHeightmap2.Dispose(); g_pHeightmap3.Dispose(); }
/// <summary> /// Se llama cuando termina la ejecución del ejemplo. /// Hacer Dispose() de todos los objetos creados. /// Es muy importante liberar los recursos, sobretodo los gráficos ya que quedan bloqueados en el device de video. /// </summary> public override void Dispose() { //Ciudad.dispose(); controladorDeVehiculos.dispose(); boxComenzar.dispose(); boxPersonaje.dispose(); boxSalir.dispose(); personaje1.dispose(); personaje2.dispose(); personaje3.dispose(); }
public void Dispose() { rifle.dispose(); sound_Zoom.dispose(); scope_stencil.dispose(); camera.Dispose(); sound_Disparo.dispose(); sound_DryFire.dispose(); sound_Hit.dispose(); sound_Die.dispose(); mira.dispose(); tvidas.dispose(); tammo.dispose(); }
public override void Dispose() { piso.dispose(); foreach (var obstaculo in obstaculos) { obstaculo.dispose(); } personaje.dispose(); foreach (var sound in sonidos) { sound.dispose(); } }
public override void close() { piso.dispose(); foreach (TgcBox obstaculo in obstaculos) { obstaculo.dispose(); } personaje.dispose(); foreach (Tgc3dSound sound in sonidos) { sound.dispose(); } }
public override void close() { mesh.dispose(); foreach (TgcTriangle t in triangles) { t.dispose(); } foreach (TgcArrow a in normals) { a.dispose(); } foreach (TgcQuad p in planes) { p.dispose(); } }
public override void Dispose() { //El ejemplo fuerza al dispose por eso no se debe llamar devuelta. if (time != -1) { foreach (var m in meshes) { m.dispose(); } meshes.Clear(); scene1.disposeAll(); boxMesh.dispose(); } }
public override void Dispose() { circuito.dispose(); car.dispose(); effect.Dispose(); terrain.dispose(); skyBox.dispose(); g_pRenderTarget.Dispose(); g_pRenderTarget2.Dispose(); g_pRenderTarget3.Dispose(); g_pRenderTarget4.Dispose(); g_pRenderTarget5.Dispose(); g_pDepthStencil.Dispose(); g_pVBV3D.Dispose(); }
public override void Dispose() { mesh.dispose(); foreach (var t in triangles) { t.dispose(); } foreach (var a in normals) { a.dispose(); } foreach (var p in planes) { p.dispose(); } }
/// <summary> /// M�todo que se llama cuando termina la ejecuci�n del ejemplo. /// Hacer dispose() de todos los objetos creados. /// </summary> public override void close() { try { pOldRT.Dispose(); zBufferTexture.Dispose(); skyBox2.dispose(); nube.dispose(); foreach (TgcMesh mesh in meshes) { mesh.dispose(); } } catch (Exception e) { } }