public void ShutDown() { ShutdownWindows(); DPerfLogger.ShutDown(); // Release the graphics object. DApplication?.Shutdown(); DApplication = null; Configuration = null; }
public void ShutDown() { ShutdownWindows(); DPerfLogger.ShutDown(); Graphics?.ShutDown(); Graphics = null; Input = null; Configuration = null; }
public void ShutDown() { // Shitdown the Window and the TestLogger for writing Test Results. ShutdownWindows(); DPerfLogger.ShutDown(); // Release the graphics object. DApplication?.Shutdown(); DApplication = null; Configuration = null; }
public void ShutDown() { ShutdownWindows(); DPerfLogger.ShutDown(); // Release the Timer object Timer = null; // Release the graphics object. App?.ShutDown(); App = null; Configuration = null; }
public void ShutDown() { ShutdownWindows(); DPerfLogger.ShutDown(); // Release graphics and related objects. Graphics?.Shutdown(); Graphics = null; // Release DriectInput related object. Input?.Shutdown(); Input = null; Configuration = null; }
public void ShutDown() { // Close and Dispose the actual window adn handle. ShutdownWindows(); DPerfLogger.ShutDown(); // Release the Timer object Timer = null; // Release the graphics object. DApplication?.Shutdown(); DApplication = null; Configuration = null; }
public void ShutDown() { ShutdownWindows(); DPerfLogger.ShutDown(); // Release the Timer object Timer = null; // Release the FPS object FPS = null; // Release the CPU object CPU?.Shutdown(); CPU = null; // Release graphics and related objects. Graphics?.Shutdown(); Graphics = null; // Release DriectInput related object. Input?.Shutdown(); Input = null; Configuration = null; }
public void ShutDown() { DPerfLogger.ShutDown(); // Release the light object. Light = null; // Release the position object. Position = null; // Release the timer object. Timer = null; // Release the camera object. Camera = null; // Release the shadow shader object. ShadowShader?.ShutDown(); ShadowShader = null; // Release the transparent depth shader object. TransparentDepthShader?.ShutDown(); TransparentDepthShader = null; // Release the depth shader object. DepthShader?.ShutDown(); DepthShader = null; // Release the render to texture object. RenderTexture?.Shutdown(); RenderTexture = null; // Release the tree object. TreeModel?.Shutdown(); TreeModel = null; // Release the model object. GroundModel?.Shutdown(); GroundModel = null; // Release the input object. Input?.Shutdown(); Input = null; // Release the Direct3D object. D3D?.ShutDown(); D3D = null; }