예제 #1
0
        //private void RenderFS()
        //{
        //    DeviceContext.InputAssembler.SetVertexBuffers(0, 0, IntPtr.Zero, IntPtr.Zero, IntPtr.Zero);
        //    DeviceContext.InputAssembler.SetIndexBuffer(null, (Format)0, 0);

        //    DeviceContext.VertexShader.Set(fsVertexShader);
        //    DeviceContext.PixelShader.Set(fishGlowPixelShader);

        //    DeviceContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;

        //    DeviceContext.Draw(3, 0);
        //}

        public void Dispose()
        {
            swapChain.SetFullscreenState(false, null);

            //inputLayout.Dispose();
            //inputSignature.Dispose();

            WVP.Dispose();
            Sun.Dispose();

            decorRenderer.Dispose();

            fishGlow.Dispose();
            fishRenderer.Dispose();
            foodRenderer.Dispose();
            raysRenderer.Dispose();

            RasterizerStates.Dispose();
            DepthStencilStates.Dispose();
            BlendStates.Dispose();

            triangleVertexBuffer.Dispose();
            vertexShader.Dispose();
            pixelShader.Dispose();

            colorTarget.Dispose();

            renderTargetView.Dispose();
            swapChain.Dispose();
            Device.Dispose();
            DeviceContext.Dispose();
            renderForm.Dispose();
        }
 public void Dispose()
 {
     paramsBuffer.Dispose();
     vertexBuffer.Dispose();
     pixelShader.Dispose();
     vertexShader.Dispose();
 }
예제 #3
0
 public void Dispose()
 {
     paramsBuffer.Dispose();
     plantVertexBuffer.Dispose();
     floorVertexBuffer.Dispose();
     pixelShader.Dispose();
     vertexShaderSway.Dispose();
     vertexShader.Dispose();
 }
 public void Dispose()
 {
     paramsBuffer.Dispose();
     coneVertexBuffer.Dispose();
     for (int i = 0; i < vertexBuffer.Length; i++)
     {
         vertexBuffer[i].Dispose();
     }
     pixelShader.Dispose();
     vertexShader.Dispose();
 }