public static void Dispose() { lock (GLLock) { GL.DeleteFramebuffer(frameBuffer); } renderer.Dispose(); debugRenderer.Dispose(); Shaders.Dispose(); TextureManager.Dispose(frameTexture.SheetID); renderable.Dispose(); }
public void Dispose() { Shaders.Dispose(); foreach (var sampler in samplerStates) { sampler.Value.Dispose(); } samplerStates.Clear(); foreach (var rp in deferredPipelines) { rp.Dispose(); } deferredPipelines = null; ImmPipeline.Dispose(); ImmPipeline = null; if (Device != null) { Device.Dispose(); } Instance = null; }
public void Dispose() { Shaders.Dispose(); Textures.Dispose(); Meshes.Dispose(); }
public void Dispose() { Shaders.Dispose(); TextureManager.Dispose(); }