private static void OnDeviceReset() { MyManagers.OnDeviceReset(); MyShaders.OnDeviceReset(); MyMaterialShaders.OnDeviceReset(); MyTransparentRendering.OnDeviceReset(); ResetShadows(MyShadowCascades.Settings.NewData.CascadesCount, Settings.User.ShadowQuality.ShadowCascadeResolution()); MyBillboardRenderer.OnDeviceReset(); MyScreenDecals.OnDeviceReset(); MyMeshMaterials1.OnDeviceReset(); MyVoxelMaterials1.OnDeviceReset(); MyRenderableComponent.MarkAllDirty(); foreach (var f in MyComponentFactory <MyFoliageComponent> .GetAll()) { f.Dispose(); } foreach (var c in MyComponentFactory <MyGroupRootComponent> .GetAll()) { c.OnDeviceReset(); } MyBigMeshTable.Table.OnDeviceReset(); MySceneMaterials.OnDeviceReset(); MyMeshes.OnDeviceReset(); MyInstancing.OnDeviceReset(); MyScreenDecals.OnDeviceReset(); }
internal static void OnDeviceReset() { MyHwBuffers.OnDeviceReset(); MyShaders.OnDeviceReset(); MyMaterialShaders.OnDeviceReset(); MyPipelineStates.OnDeviceReset(); MyTextures.OnDeviceReset(); MyRwTextures.OnDeviceReset(); MyTransparentRendering.OnDeviceReset(); ResetShadows(Settings.ShadowCascadeCount, RenderSettings.ShadowQuality.ShadowCascadeResolution()); MyBillboardRenderer.OnDeviceRestart(); MyScreenDecals.OnDeviceReset(); MyMeshMaterials1.InvalidateMaterials(); MyVoxelMaterials1.InvalidateMaterials(); MyRenderableComponent.MarkAllDirty(); foreach (var f in MyComponentFactory <MyFoliageComponent> .GetAll()) { f.Dispose(); } foreach (var c in MyComponentFactory <MyGroupRootComponent> .GetAll()) { c.OnDeviceReset(); } MyBigMeshTable.Table.OnDeviceReset(); MySceneMaterials.OnDeviceReset(); MyMeshes.OnDeviceReset(); MyInstancing.OnDeviceReset(); MyScreenDecals.OnDeviceReset(); }