internal static void OnSessionEnd() { PointlightsBvh.Clear(); SpotlightsBvh.Clear(); IdIndex.Clear(); Lights.Clear(); DirtyPointlights.Clear(); DirtySpotlights.Clear(); }
public static void UnloadData() { // all lights should be deallocated at this point MyCommonDebugUtils.AssertDebug(m_preallocatedLights.GetActiveCount() == 0, "MyLights.UnloadData: preallocated lights not emptied!"); m_preallocatedLights.DeallocateAll(); if (m_sortedLights != null) { m_sortedLights.Clear(); m_sortedLights = null; } m_tree.Clear(); }
public static void Clear() { Init(); m_waypoints.Clear(); m_others.Clear(); }
public void UnloadData() { results.Clear(); lineResults.Clear(); m_dangerZoneStructure.Clear(); }