/// <summary> /// Se cierra el ejemplo. Liberar recursos /// </summary> internal void DisposeElements() { if (tgcTerrain != null) { tgcTerrain.Dispose(); } foreach (var meshObj in MeshObjects) { meshObj.mesh.Dispose(); } }
/// <summary> /// Se llama cuando termina la ejecución del ejemplo. /// Hacer Dispose() de todos los objetos creados. /// Es muy importante liberar los recursos, sobretodo los gráficos ya que quedan bloqueados en el device de video. /// </summary> public override void Dispose() { disposing = true; shark.Dispose(); efectoDesaparecer.Dispose(); sonidoUnderwater.dispose(); Player.Dispose(); oceano.Dispose(); heightmap.Dispose(); foreach (var pez in peces) { pez.Dispose(); } foreach (var coral in corales) { coral.Dispose(); } foreach (var metal in metales) { metal.Dispose(); } foreach (var piedra in piedras) { piedra.Dispose(); } nave.Dispose(); interiorNave.Dispose(); mesaNave.Dispose(); sogaInterior.Dispose(); lamparaNave.Dispose(); sillaInterior.Dispose(); timonInterior.Dispose(); Particulas.Dispose(); Oceano.Dispose(); Hud.Dispose(); maskTexture.dispose(); perlinTexture.dispose(); arma.Dispose(); effect.Dispose(); renderTarget.Dispose(); fullScreenQuad.Dispose(); depthStencil.Dispose(); coralesBrillantes.Dispose(); FBVerticalBloom.Dispose(); FBHorizontalBool.Dispose(); }
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(); 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(); }
public void Dispose() { //Se hace dispose del modelo fisico. dynamicsWorld.Dispose(); dispatcher.Dispose(); collisionConfiguration.Dispose(); constraintSolver.Dispose(); overlappingPairCache.Dispose(); personajeBody.Dispose(); floorBody.Dispose(); //Dispose de Meshes foreach (TgcMesh mesh in meshes) { mesh.Dispose(); } personaje.Dispose(); terreno.Dispose(); }
public override void Dispose() { effect.Dispose(); recoltableItemEffect.Dispose(); wavesEffect.Dispose(); playerModel.Dispose(); bulletManager.Dispose(); skyBox.Dispose(); //skyBoxUndersea.Dispose(); surfacePlane.Dispose(); underseaTerrain.Dispose(); collectModel.Dispose(); shipHelmPoster.Dispose(); //Dispose de Meshes meshes.ForEach(x => x.Dispose()); shipHelmMesh.ForEach(x => x.Dispose()); historyModel.Dispose(); music.closeFile(); }
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(); }
public override void Dispose() { terrain.Dispose(); physicsExample.Dispose(); }
public void DisposeEscenario() { skyBox.Dispose(); heightmap.Dispose(); tgcScene.Meshes.ForEach(mesh => mesh.Dispose()); }