/// <summary> /// Clean up any resources being used. /// </summary> /// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param> protected override void Dispose(bool disposing) { if (disposing && (components != null)) { TextureThreadContextReady.Close(); Printer.Dispose(); PendingTextures.Close(); Prims.Clear(); Textures.Clear(); glControl.Context.Dispose(); glControl.Dispose(); renderer = null; GLMode = null; components.Dispose(); } base.Dispose(disposing); }