public void Shutdown() { // Release the light object. Light = null; // Release the camera object. Camera = null; // Release the light shader object. LightShader?.ShutDown(); LightShader = null; // Release the deferred shader object. DeferredShader?.ShutDown(); DeferredShader = null; // Release the deferred buffers object. DeferredBuffers?.Shutdown(); DeferredBuffers = null; // Release the full screen ortho window object. FullScreenWindow?.Shutdown(); FullScreenWindow = null; // Release the tree object. Model?.Shutdown(); Model = null; // Release the input object. Input?.Shutdown(); Input = null; // Release the Direct3D object. D3D?.ShutDown(); D3D = null; }
public void Shutdown() { // Release the position object. Position = null; // Release the light object. Light = null; // Release the fps object. FPS = null; // Release the camera object. Camera = null; // Release the text object. Text?.Shutdown(); Text = null; // Release the cpu object. CPU?.Shutdown(); CPU = null; // Release the terrain shader object. TerrainBumpMapShader?.ShutDown(); TerrainBumpMapShader = null; // Release the tree object. TerrainModel?.ShutDown(); TerrainModel = null; // Release the input object. Input?.Shutdown(); Input = null; // Release the Direct3D object. D3D?.ShutDown(); D3D = null; }
public void Shutdown() { // Release the position object. Position = null; // Release the FPS object. FPS = null; // Release the camera object. Camera = null; // Release the foliage object. Foliage?.ShutDown(); Foliage = null; // Release the ground model object. GroundModel?.Shutdown(); GroundModel = null; // Release the user interface object. UserInterface?.ShutDown(); UserInterface = null; // Release the shader manager object. ShaderManager?.ShutDown(); ShaderManager = null; // Release the input object. Input?.Shutdown(); Input = null; // Release the Direct3D object. D3D?.ShutDown(); D3D = null; }
public void ShutDown() { Timer = null; D3D?.ShutDown(); D3D = null; }
public void Shutdown() { // Release the position object. Position = null; // Release the fps object. FPS = null; // Release the camera object. Camera = null; // Release the text object. Text?.Shutdown(); Text = null; // Release the font shader object. FontShader?.Shuddown(); FontShader = null; // Release the cpu object. CPU?.Shutdown(); CPU = null; // Release the color shader object. ColorShader?.ShutDown(); ColorShader = null; // Release the tree object. Terrain?.ShutDown(); Terrain = null; // Release the input object. Input?.Shutdown(); Input = null; // Release the Direct3D object. D3D?.ShutDown(); D3D = null; }
public void Shutdown() { // Release the light object. Light = null; // Release the view point object. ViewPoint = null; // Release the camera object. Camera = null; // Release the projection texture object. ProjectionTexture?.ShutDown(); ProjectionTexture = null; // Release the projection shader object. ProjectionShader?.ShutDown(); ProjectionShader = null; // Release the ground model object. GroundModel?.Shutdown(); GroundModel = null; // Release the cube model object. CubeModel?.Shutdown(); CubeModel = null; // Release the Direct3D object. D3D?.ShutDown(); D3D = null; }
public void Shutdown() { // Release the light object. Light = null; // Release the camera object. Camera = null; // Release the texture shader object. TextureShader?.ShutDown(); TextureShader = null; // Release the debug window object. DebugWindow?.Shutdown(); DebugWindow = null; // Release the render to texture object. RenderTexture?.Shutdown(); RenderTexture = null; // Release the light shader object. LightShader?.ShutDown(); LightShader = null; // Release the model object. Model?.Shutdown(); Model = null; // Release the Direct3D object. D3D?.ShutDown(); D3D = null; }
public void ShutDown() { // Release the light object. Light = null; // Release the camera object. Camera = null; // Release the model object. BitMap?.Shutdown(); BitMap = null; // Release the text object. Text?.Shutdown(); Text = null; // Release the light shader object. LightShader?.ShutDown(); LightShader = null; // Release the model object. Model?.Shutdown(); Model = null; // Release the input object. Input?.Shutdown(); Input = null; // Release the texture shader object. TextureShader?.ShutDown(); TextureShader = null; // Release the Direct3D object. D3D?.ShutDown(); D3D = null; }
public void Shutdown() { // Release the light object. Light = null; Light2 = null; // Release the camera object. Camera = null; // Release the second render to texture object. RenderTexture2?.Shutdown(); RenderTexture2 = null; // Release the shadow shader object. ShadowShader?.ShutDown(); ShadowShader = null; // Release the depth shader object. DepthShader?.ShutDown(); DepthShader = null; /// Release the render to texture object. RenderTexture?.Shutdown(); RenderTexture = null; // Release the ground model object. GroundModel?.Shutdown(); GroundModel = null; // Release the sphere model object. SphereModel?.Shutdown(); SphereModel = null; // Release the cube model object. CubeModel?.Shutdown(); CubeModel = null; // Release the Direct3D object. D3D?.ShutDown(); D3D = null; }
public void Shutdown() { // Release the position object. Position = null; // Release the light object. Light = null; // Release the fps object. FPS = null; // Release the camera object. Camera = null; // Release the text object. Text?.Shutdown(); Text = null; // Release the cpu object. CPU?.Shutdown(); CPU = null; // Release the water shader object. WaterShader?.ShutDown(); WaterShader = null; // Release the water object. WaterModel?.ShutDown(); WaterModel = null; // Release the reflection shader object. ReflectionShader?.ShutDown(); ReflectionShader = null; // Release the reflection render to texture object. ReflectionTexture?.Shutdown(); ReflectionTexture = null; // Release the refraction render to texture object. RefractionTexture?.Shutdown(); RefractionTexture = null; // Release the sky plane shader object. SkyPlaneShader?.ShutDown(); SkyPlaneShader = null; // Release the sky plane object. SkyPlane?.ShurDown(); SkyPlane = null; // Release the sky dome shader object. SkyDomeShader?.ShutDown(); SkyDomeShader = null; // Release the sky dome object. SkyDome?.ShutDown(); SkyDome = null; // Release the terrain shader object. TerrainShader?.ShutDown(); TerrainShader = null; // Release the tree object. TerrainModel?.ShutDown(); TerrainModel = null; // Release the input object. Input?.Shutdown(); Input = null; // Release the Direct3D object. D3D?.ShutDown(); D3D = null; }
public void Shutdown() { Timer = null; Camera = null; // Release the Direct3D object. D3D?.ShutDown(); D3D = null; }
public void ShutDown() { Camera = null; Timer = null; TextureShader?.ShutDown(); TextureShader = null; Model?.ShutDown(); Model = null; D3D?.ShutDown(); D3D = null; }
public void Shutdown() { Camera = null; // Release the text object. Text?.Shutdown(); Text = null; // Release the Direct3D object. D3D?.ShutDown(); D3D = null; }
public void ShutDown() { Camera = null; Timer = null; ColorShader?.ShutDown(); ColorShader = null; Model?.ShutDown(); Model = null; D3D?.ShutDown(); D3D = null; }
public void Shutdown() { // Release the camera object. Camera = null; // Release the glow shader object. GlowShader?.ShutDown(); GlowShader = null; // Release the glow map shader object. GlowMapShader?.ShutDown(); GlowMapShader = null; // Release the full screen ortho window object. FullScreenWindow?.Shutdown(); FullScreenWindow = null; // Release the small ortho window object. SmallWindow?.Shutdown(); SmallWindow = null; // Release the up sample render to texture object. UpSampleTexure?.Shutdown(); UpSampleTexure = null; // Release the vertical blur render to texture object. VerticalBlurTexture?.Shutdown(); VerticalBlurTexture = null; // Release the vertical blur shader object. VerticalBlurShader?.ShutDown(); VerticalBlurShader = null; // Release the horizontal blur render to texture object. HorizontalBlurTexture?.Shutdown(); HorizontalBlurTexture = null; // Release the horizontal blur shader object. HorizontalBlurShader?.ShutDown(); HorizontalBlurShader = null; // Release the small ortho window object. SmallWindow?.Shutdown(); SmallWindow = null; // Release the down sample render to texture object. DownSampleTexture?.Shutdown(); DownSampleTexture = null; // Release the render to texture object. RenderTexture?.Shutdown(); RenderTexture = null; // Release the model object. BitMap?.Shutdown(); BitMap = null; // Release the texture shader object. TextureShader?.ShutDown(); TextureShader = null; // Release the Direct3D object. D3D?.ShutDown(); D3D = null; }
public void Shutdown() { Camera = null; // Release the light shader object. MultiTextureLightShader?.ShutDown(); MultiTextureLightShader = null; // Release the model object. Model?.Shutdown(); Model = null; // Release the Direct3D object. D3D?.ShutDown(); D3D = null; }
public void Shutdown() { // Release the camera object. Camera = null; // Release the light shader object. AlphaMapShader?.ShutDown(); AlphaMapShader = null; // Release the model object. Model?.Shutdown(); Model = null; // Release the Direct3D object. D3D?.ShutDown(); D3D = null; }
public void ShutDown() { Timer = null; Camera = null; // Release the color shader object. TextureShader?.ShutDown(); TextureShader = null; // Release the model object. Bitmap?.Shutdown(); Bitmap = null; // Release the Direct3D object. D3D?.ShutDown(); D3D = null; }
public void ShutDown() { // Release the camera object. Camera = null; // Release the color shader object. ColorShader?.ShutDown(); ColorShader = null; // Release the model object. Model?.ShutDown(); Model = null; // Release the Direct3D object. D3D?.ShutDown(); D3D = null; }
public void Shutdown() { // Release the camera object. Camera = null; // Release the clip plane shader object. ClipPlaneShader?.ShutDown(); ClipPlaneShader = null; // Release the model object. Model?.Shutdown(); Model = null; // Release the Direct3D object. D3D?.ShutDown(); D3D = null; }
public void ShutDown() { // Release the camera object. Camera = null; // Release the particle system object. ParticleSystem?.ShutDown(); ParticleSystem = null; // Release the particle shader object. ParticleShader?.ShutDown(); ParticleShader = null; // Release the Direct3D object. D3D?.ShutDown(); D3D = null; }
public void Shutdown() { // Release the camera object. Camera = null; // Release the GlassShader object. FireShader?.ShutDown(); FireShader = null; // Release the model object. Model?.Shutdown(); Model = null; // Release the Direct3D object. D3D?.ShutDown(); D3D = null; }
public void Shutdown() { // Release the camera object. Camera = null; // Release the depth shader object. DepthShader?.ShutDown(); DepthShader = null; // Release the Floor model object. FloorModel?.Shutdown(); FloorModel = null; // Release the Direct3D object. D3D?.ShutDown(); D3D = null; }
public void Shutdown() { // Release the camera object. Camera = null; // Release the translate shader object. TranslateShader?.ShutDown(); TranslateShader = null; // Release the model object. Model?.Shutdown(); Model = null; // Release the Direct3D object. D3D?.ShutDown(); D3D = null; }
public void ShutDown() { Timer = null; Light = null; Camera = null; // Release the LightShader and Light objects. LightShader?.ShutDown(); LightShader = null; // Release the model object. Model?.Shutdown(); Model = null; // Release the Direct3D object. D3D?.ShutDown(); D3D = null; }
public void Shutdown() { // Release the camera object. Camera = null; // Release the light object. Light = null; // Release the light shader object. BumpMapShader?.ShutDown(); BumpMapShader = null; // Release the model object. BumpMapModel?.Shutdown(); BumpMapModel = null; // Release the Direct3D object. D3D?.ShutDown(); D3D = null; }
public void ShutDown() { // Release the Timer object. Timer = null; // Release the camera object. Camera = null; // Release the TextureShader Object. TextureShader?.ShutDown(); TextureShader = null; // Release the model object. Model?.ShutDown(); Model = null; // Release the Direct3D object. D3D?.ShutDown(); D3D = null; }
public void Shutdown() { // Release the camera object. Camera = null; // Release the texture shader object. TextureShader?.ShutDown(); TextureShader = null; // Release the Floor model object. FloorModel?.Shutdown(); FloorModel = null; // Release the Billboard model object. BillboardModel?.Shutdown(); BillboardModel = null; // Release the Direct3D object. D3D?.ShutDown(); D3D = null; }
public void Shutdown() { // Release the zone object. Zone?.ShutDown(); Zone = null; // Release the fps object. FPS = null; // Release the timer object. Timer = null; // Release the shader manager object. ShaderManager?.ShutDown(); ShaderManager = null; // Release the Direct3D object. D3D?.ShutDown(); D3D = null; // Release the input object. Input?.Shutdown(); Input = null; }
public void Shutdown() { // Release the position object. Position = null; // Release the light object. Light = null; // Release the fps object. FPS = null; // Release the camera object. Camera = null; // Release the depth shader object. DepthShader?.ShutDown(); DepthShader = null; // Release the render to texture object. RenderTexture?.Shutdown(); RenderTexture = null; // Release the texture shader object. TextureShader?.ShutDown(); TextureShader = null; // Release the debug window bitmap object. DebugWindow?.Shutdown(); DebugWindow = null; // Release the text object. Text?.Shutdown(); Text = null; // Release the cpu object. CPU?.Shutdown(); CPU = null; // Release the terrain shader object. TerrainShader?.ShutDown(); TerrainShader = null; // Release the tree object. TerrainModel?.ShutDown(); TerrainModel = null; // Release the input object. Input?.Shutdown(); Input = null; // Release the Direct3D object. D3D?.ShutDown(); D3D = null; }