protected virtual void Dispose(bool disposing) { if (!IsDisposed) { if (disposing) { // Dispose managed resources. SpriteBatch.Dispose(); MeshRenderer.Dispose(); _decalRenderer.Dispose(); AlphaBlendSceneRenderer.Dispose(); _cloudMapRenderer.Dispose(); _waterWavesRenderer.Dispose(); _sceneCaptureRenderer.Dispose(); _planarReflectionRenderer.Dispose(); _shadowMapRenderer.Dispose(); _shadowMaskRenderer.Dispose(); LightBufferRenderer.Dispose(); _lensFlareRenderer.Dispose(); _skyRenderer.Dispose(); _fogRenderer.Dispose(); _internalDebugRenderer.Dispose(); Scene.Dispose(false); PostProcessors.Dispose(); DebugRenderer.Dispose(); } // Release unmanaged resources. IsDisposed = true; } }
protected override void Dispose(bool disposing) { if (disposing) { GameObjectService.Objects.Remove(_cameraObject); GameObjectService.Objects.Remove(_grabObject); GameObjectService.Objects.Remove(_ballShooterObject); _animationController0.Stop(); _animationController1.Stop(); if (_ragdoll != null) { _ragdoll.RemoveFromSimulation(); } Simulation.ForceEffects.Clear(); Simulation.RigidBodies.Clear(); Simulation.Constraints.Clear(); _debugRenderer.Dispose(); _avatarRenderer.Dispose(); } base.Dispose(disposing); }
public void Dispose() { _spriteBatch.Dispose(); _meshRenderer.Dispose(); _billboardRenderer.Dispose(); DebugRenderer2D.Dispose(); DebugRenderer.Dispose(); Scene.Dispose(false); }
protected override void Dispose(bool disposing) { if (disposing) { _debugRenderer.Dispose(); } base.Dispose(disposing); }
protected override void Dispose(bool disposing) { if (disposing) { _modelNode.Dispose(false); _debugRenderer.Dispose(); } base.Dispose(disposing); }
public void Dispose() { Trace.WriteLine("\nMojo disposing TinyText.Context...\n"); mTinyTextContext.Dispose(); Trace.WriteLine("\nMojo finished disposing TinyText.Context...\n"); System.Threading.Thread.Sleep(1000); mDebugRenderer.Dispose(); }
protected override void Dispose(bool disposing) { if (disposing) { GameObjectService.Objects.Remove(_cameraObject); _debugRenderer.Dispose(); _avatarRenderer.Dispose(); } base.Dispose(disposing); }
protected override void Dispose(bool disposing) { if (disposing) { // IMPORTANT: Dispose scene nodes if they are no longer needed! _scene.Dispose(false); // Disposes current and all descendant nodes. _debugRenderer.Dispose(); } base.Dispose(disposing); }
/// <summary> /// Releases unmanaged and - optionally - managed resources. /// </summary> public void Dispose() { _spriteBatch.Dispose(); _meshRenderer.Dispose(); _skyRenderer.Dispose(); _billboardRenderer.Dispose(); _movingMeshes.Clear(); Scene.Dispose(false); PostProcessors.Dispose(); DebugRenderer.Dispose(); }
protected override void Dispose(bool disposing) { if (disposing) { _renderer.Dispose(); _debugRenderer.Dispose(); _scene.Dispose(false); _proxyNode.Node.Dispose(false); } base.Dispose(disposing); }
protected override void Dispose(bool disposing) { if (!IsDisposed) { if (disposing) { OcclusionBuffer.Dispose(); _debugRenderer.Dispose(); } base.Dispose(disposing); } }
protected override void Dispose(bool disposing) { if (disposing) { GameObjectService.Objects.Remove(_cameraObject); GraphicsService.Screens.Remove(_delegateGraphicsScreen); // IMPORTANT: Dispose scene nodes if they are no longer needed! _scene.Dispose(false); // Disposes current and all descendant nodes. _debugRenderer.Dispose(); } base.Dispose(disposing); }
protected override void Dispose(bool disposing) { if (disposing) { if (_ragdoll != null) { _ragdoll.RemoveFromSimulation(); } _debugRenderer.Dispose(); _avatarRenderer.Dispose(); } base.Dispose(disposing); }
protected override void Dispose(bool disposing) { if (disposing) { // Remove game objects. GameObjectService.Objects.Remove(_cameraObject); // Remove graphics screen. GraphicsService.Screens.Remove(_delegateGraphicsScreen); // Dispose the other objects. _modelNode.Dispose(false); _debugRenderer.Dispose(); } base.Dispose(disposing); }
public void Dispose() { _spriteBatch.Dispose(); _meshRenderer.Dispose(); _decalRenderer.Dispose(); _billboardRenderer.Dispose(); AlphaBlendSceneRenderer.Dispose(); _shadowMapRenderer.Dispose(); _shadowMaskRenderer.Dispose(); LightBufferRenderer.Dispose(); _lensFlareRenderer.Dispose(); _skyRenderer.Dispose(); _fogRenderer.Dispose(); _internalDebugRenderer.Dispose(); Scene.Dispose(false); PostProcessors.Dispose(); DebugRenderer.Dispose(); }
protected override void Dispose(bool disposing) { if (disposing) { _animationController0.Stop(); _animationController0.Recycle(); _animationController1.Stop(); _animationController1.Recycle(); // IMPORTANT: Dispose scene nodes if they are no longer needed! _scene.Dispose(false); // Disposes current and all descendant nodes. _meshRenderer.Dispose(); _debugRenderer.Dispose(); } base.Dispose(disposing); }
protected override void Dispose(bool disposing) { if (disposing) { GameObjectService.Objects.Remove(_cameraObject); GraphicsService.Screens.Remove(_delegateGraphicsScreen); // IMPORTANT: Always dispose scene nodes if they are no longer needed! _model.Dispose(false); // Note: This statement disposes only our local clone. // The original instance is still available in the // ContentManager. _meshRenderer.Dispose(); _debugRenderer.Dispose(); } base.Dispose(disposing); }
protected override void Dispose(bool disposing) { if (disposing) { // IMPORTANT: Always dispose scene nodes if they are no longer needed! _model.Dispose(false); // Note: This statement disposes only our local clone. // The original instance is still available in the // ContentManager. _meshRenderer.Dispose(); _debugRenderer.Dispose(); // Unload content. // (We have changed the properties of some loaded materials. Other samples // should use the default values. When we unload them now, the next sample // will reload them with default values.) ContentManager.Unload(); } base.Dispose(disposing); }
protected virtual void Dispose(bool disposing) { if (!_isDisposed) { if (disposing) { // Dispose managed resources. DebugRenderer.Dispose(); _internalDebugRenderer.Dispose(); if (_gameExtension != null) { _gameExtension.GameLogicUpdating -= OnGameLogicUpdating; } } // Release unmanaged resources. _isDisposed = true; } }