public BspMap() { meshes = new List <TgcMesh>(); data = new BspMapData(); collisionManager = new BspCollisionManager(this); antCluster = -2; clusterVis = new List <int>(); }
public BspMap() { meshes = new List<TgcMesh>(); data = new BspMapData(); collisionManager = new BspCollisionManager(this); antCluster = -2; clusterVis = new List<int>(); }
/// <summary> /// Liberar recursos /// </summary> public void dispose() { foreach (TgcMesh mesh in meshes) { if (mesh != null) { mesh.dispose(); } } meshes = null; foreach (QShaderData shader in data.shaderXSurface) { if (shader != null && shader.Fx != null) { shader.Fx.Dispose(); } } data = null; }