// Methods.
        public bool Initialize(DSystemConfiguration configuration, IntPtr windowHandle)
        {
            try
            {
                #region Initialize System
                // Create the Direct3D object.
                D3D = new DDX11();

                // Initialize the Direct3D object.
                if (!D3D.Initialize(configuration, windowHandle))
                {
                    return(false);
                }
                #endregion

                #region Initialize Camera
                // Create the camera object
                Camera = new DCamera();

                // Set the position of the camera.
                Camera.SetPosition(0.0f, 0.0f, -5.0f);
                #endregion

                #region Initialize Models
                //// Create the Flat Plane  model class.
                Model = new DModel();

                //// Initialize the ground model object.
                if (!Model.Initialize(D3D.Device, "square.txt", new[] { "fire01.bmp", "noise01.bmp", "alpha02.bmp" }))
                {
                    MessageBox.Show("Could not initialize the ground model object", "Error", MessageBoxButtons.OK);
                    return(false);
                }
                #endregion

                #region Initialize Shaders
                // Create the fire shader object.
                FireShader = new DFireShader();

                if (!FireShader.Initialize(D3D.Device, windowHandle))
                {
                    return(false);
                }
                #endregion

                return(true);
            }
            catch (Exception ex)
            {
                MessageBox.Show("Could not initialize Direct3D\nError is '" + ex.Message + "'");
                return(false);
            }
        }
        public void Shutdown()
        {
            // Release the camera object.
            Camera = null;

            // Release the GlassShader object.
            FireShader?.ShutDown();
            FireShader = null;
            // Release the model object.
            Model?.Shutdown();
            Model = null;
            // Release the Direct3D object.
            D3D?.ShutDown();
            D3D = null;
        }