public void Dispose()
 {
     Entities.Remove(this);
     mesh.Dispose();
     agarrarEfecto.dispose();
     DisposeEntity();
 }
Пример #2
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 public override void Dispose()
 {
     effect.Dispose();
     textures.ForEach(t => t.Dispose());
     lightBoxes.ForEach(l => l.Dispose());
     sphereMesh.Dispose();
 }
Пример #3
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        public override void Dispose()
        {
            suelo.Dispose();

            //Al hacer dispose del original, se hace dispose automaticamente de todas las instancias
            palmeraOriginal.Dispose();
        }
Пример #4
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 public override void Dispose()
 {
     trafficLight.Dispose();
     depthStencil.Dispose();
     plane.Dispose();
     effect.Dispose();
     glowyObjectsFrameBuffer.Dispose();
 }
Пример #5
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        public override void Dispose()
        {
            //Liberar memoria del modelo 3D
            mesh.Dispose();

            //Liberar memoria de toda la escena
            scene.DisposeAll();
        }
 public override void Dispose()
 {
     colliderCylinder.Dispose();
     colliderCylinderFixedY.Dispose();
     collisionableSphere.Dispose();
     collisionableMeshAABB.Dispose();
     collisionableCylinder.Dispose();
 }
Пример #7
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 public void Dispose()
 {
     emitter.dispose();
     emitter2.dispose();
     explosionMesh.Dispose();
     ringMesh.Dispose();
     explosionFX.Dispose();
 }
Пример #8
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 public void Dispose()
 {
     OutdoorMesh.Dispose();
     IndoorMesh.Dispose();
     BodyIndoorShip.Dispose();
     BodyOutdoorShip.Dispose();
     Plane.Dispose();
 }
Пример #9
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 public override void Dispose()
 {
     mesh.Dispose();
     effect.Dispose();
     g_pRenderTarget.Dispose();
     g_pBlurFactor.Dispose();
     g_pVBV3D.Dispose();
     g_pDepthStencil.Dispose();
 }
Пример #10
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 public override void Dispose()
 {
     mesh.Dispose();
     box2.Dispose();
     boundingSphere.Dispose();
     meshObb.Dispose();
     obb.Dispose();
     triangle = null;
 }
Пример #11
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 public void DisposeMonsterBlur()
 {
     mesh.Dispose();
     g_pRenderTarget.Dispose();
     g_pDepthStencil.Dispose();
     g_pVBV3D.Dispose();
     g_pVel1.Dispose();
     g_pVel2.Dispose();
 }
Пример #12
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 public override void Dispose()
 {
     skyBox.Dispose();
     terreno.Dispose();
     foreach (var mesh in objetosIsla)
     {
         mesh.Dispose();
     }
 }
Пример #13
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        public override void Dispose()
        {
            mesh.Dispose();

            g_pRenderTarget.Dispose();
            g_pDepthStencil.Dispose();
            g_pVBV3D.Dispose();
            g_pVel1.Dispose();
            g_pVel2.Dispose();
        }
Пример #14
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 private void AgarrarLibros(TgcMesh mesh)
 {
     if (mesh.Name == "Box_1" && !librosAgarrados.Contains(mesh))
     {
         librosAgarrados.Add(mesh);
         cantidadLibrosAdquiridos++;
         mesh.BoundingBox = new Core.BoundingVolumes.TgcBoundingAxisAlignBox();
         mesh.Dispose();
     }
 }
Пример #15
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 private void Coleccionar(TgcMesh mesh)
 {
     if (coleccionables.Contains(mesh))
     {
         coleccionablesAgarrados.Add(mesh);
         coleccionables.Remove(mesh);
         cantidadColeccionablesAgarrados++;
         mesh.BoundingBox = new Core.BoundingVolumes.TgcBoundingAxisAlignBox();
         mesh.Dispose();
     }
 }
Пример #16
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 public override void Dispose()
 {
     mesh.Dispose();
     effect.Dispose();
     g_pBaseTexture.Dispose();
     g_pBaseTexture2.Dispose();
     g_pBaseTexture3.Dispose();
     g_pHeightmap.Dispose();
     g_pHeightmap2.Dispose();
     g_pHeightmap3.Dispose();
 }
Пример #17
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 public override void dispose()
 {
     mesh.Dispose();
     mesh             = null;
     originalUVCoords = null;
     if (EditablePoly != null)
     {
         EditablePoly.dispose();
         EditablePoly = null;
     }
 }
Пример #18
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 public void Dispose()
 {
     hudSprites.Dispose();
     healthBar.Dispose();
     specialBar.Dispose();
     weaponName.Dispose();
     ammoQuantity.Dispose();
     speed.Dispose();
     km.Dispose();
     reloj.Dispose();
     turbo.Dispose();
     mesh.Dispose();
 }
Пример #19
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        public override void Dispose()
        {
            piso.Dispose();
            foreach (var obstaculo in obstaculos)
            {
                obstaculo.Dispose();
            }
            personaje.Dispose();

            foreach (var sound in sonidos)
            {
                sound.dispose();
            }
        }
Пример #20
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 public override void Dispose()
 {
     meshes.ForEach(m => m.Dispose());
     pbrMesh.Dispose();
     effect.Dispose();
     cubeMap.Dispose();
     irradianceMap.Dispose();
     prefilterMap.Dispose();
     depthStencils.ForEach(depthStencil => depthStencil.Dispose());
     bdrfLUT.Dispose();
     lightBoxes.ForEach(lightBox => lightBox.Dispose());
     unitCube.Dispose();
     fullQuadVertexBuffer.Dispose();
 }
Пример #21
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        public void Dispose()
        {
            foreach (var plano in piso)
            {
                plano.Dispose();
            }

            foreach (var box in pared1)
            {
                box.Dispose();
            }
            foreach (var box in pared2)
            {
                box.Dispose();
            }


            caja1.Dispose();
            caja2.Dispose();
            caja3.Dispose();
            caja4.Dispose();
            caja5.Dispose();
            barril1.Dispose();
            calabera.Dispose();
            esqueleto.Dispose();
            foreach (var pilar in pilares)
            {
                pilar.Dispose();
            }

            foreach (var mueble1 in muebles)
            {
                mueble1.Dispose();
            }
            pilarCaido1.Dispose();
            pilarCaido2.Dispose();

            plaFija1.Dispose();
            plaFija2.Dispose();
            plaFija3.Dispose();

            plaFija4.Dispose();

            plaFija5.Dispose();


            plaMovil1.Dispose();
        }
Пример #22
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        public override void Dispose()
        {
            //El ejemplo fuerza al dispose por eso no se debe llamar devuelta.
            if (time != -1)
            {
                foreach (var m in meshes)
                {
                    m.Dispose();
                }
                meshes.Clear();

                scene1.DisposeAll();

                boxMesh.Dispose();
            }
        }
Пример #23
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        public override void Dispose()
        {
            circuito.dispose();
            car.Dispose();
            effect.Dispose();
            terrain.Dispose();
            skyBox.Dispose();

            g_pRenderTarget.Dispose();
            g_pRenderTarget2.Dispose();
            g_pRenderTarget3.Dispose();
            g_pRenderTarget4.Dispose();
            g_pRenderTarget5.Dispose();
            g_pDepthStencil.Dispose();
            g_pVBV3D.Dispose();
        }
 public override void Dispose()
 {
     mesh.Dispose();
     foreach (var t in triangles)
     {
         t.Dispose();
     }
     foreach (var a in normals)
     {
         a.Dispose();
     }
     foreach (var p in planes)
     {
         p.Dispose();
     }
 }
Пример #25
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 public override void Dispose()
 {
     mesh.Dispose();
     effect.Dispose();
     terrain.Dispose();
     g_pDepthStencil.Dispose();
     g_pBaseTexture.Dispose();
     g_pVelocidad.Dispose();
     g_pVelocidadOut.Dispose();
     g_pPos.Dispose();
     g_pPosOut.Dispose();
     g_pTempPos.Dispose();
     g_pTempVel.Dispose();
     g_pHeightmap.Dispose();
     scene.disposeAll();
     g_pVB.Dispose();
     g_pVBV3D.Dispose();
 }
Пример #26
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        public void Dispose()
        {
            //Se hace dispose del modelo fisico.
            dynamicsWorld.Dispose();
            dispatcher.Dispose();
            collisionConfiguration.Dispose();
            constraintSolver.Dispose();
            overlappingPairCache.Dispose();
            hummerBody.Dispose();
            floorBody.Dispose();

            //Dispose de Meshes
            foreach (TgcMesh mesh in meshes)
            {
                mesh.Dispose();
            }

            hummer.Dispose();
        }
Пример #27
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 public override void Dispose()
 {
     foreach (var m in meshes)
     {
         m.Dispose();
     }
     effect.Dispose();
     pasto.Dispose();
     arbol.Dispose();
     arbusto.Dispose();
     g_pRenderTarget.Dispose();
     g_pGlowMap.Dispose();
     g_pRenderTarget4Aux.Dispose();
     g_pRenderTarget4.Dispose();
     g_pVBV3D.Dispose();
     g_pDepthStencil.Dispose();
     foreach (var m in enemigos)
     {
         m.Dispose();
     }
 }
Пример #28
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 public override void Dispose()
 {
     foreach (TgcMesh m in meshes)
     {
         m.Dispose();
     }
     effect.Dispose();
     skyBox.Dispose();
     terrain.Dispose();
     pasto.Dispose();
     arbol.Dispose();
     arbusto.Dispose();
     g_pRenderTarget.Dispose();
     g_pGlowMap.Dispose();
     g_pRenderTarget4Aux.Dispose();
     g_pRenderTarget4.Dispose();
     g_pVBV3D.Dispose();
     g_pDepthStencil.Dispose();
     for (int i = 0; i < NUM_REDUCE_TX; i++)
     {
         g_pLuminance[i].Dispose();
     }
     g_pLuminance_ant.Dispose();
 }
Пример #29
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 public void Dispose()
 {
     mesh.Dispose();
     rigidBody.Dispose();
 }
Пример #30
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 public override void Dispose()
 {
     canion.Dispose();
     tallo.Dispose();
 }