示例#1
0
 public override void Dispose()
 {
     DisposeHelper.DisposeAndSetToNull(VertexShader, PixelShader, SamplerState, GeometryShader, Layout, ConstantMatrixBuffer, ConstantPathDataBuffer);
 }
示例#2
0
 public override void Dispose()
 {
     DisposeHelper.DisposeAndSetToNull(VertexBuffer, IndexBuffer);
 }
示例#3
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 public void Dispose()
 {
     DisposeHelper.DisposeAndSetToNull(VertexBuffer, IndexBuffer, Texture);
 }
示例#4
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 public override void Dispose()
 {
     DisposeHelper.DisposeAndSetToNull(VertexShader, PixelShader, Layout, ConstantMatrixBuffer);
 }
示例#5
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 public override void Dispose()
 {
     DisposeHelper.DisposeAndSetToNull(SamplerState, ConstantMatrixBuffer, Layout, PixelShader, VertexShader, VertexSamplerState);
 }
示例#6
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 protected override void DisposeItem()
 {
     DisposeHelper.DisposeAndSetToNull(_fixedPart, _movingPart);
 }
示例#7
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 public void Dispose()
 {
     DisposeHelper.DisposeAndSetToNull(SamplerState, ConstantMatrixBuffer, ConstantFontColorBuffer, Layout, PixelShader, VertexShader);
 }
示例#8
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 public override void Dispose()
 {
     DisposeHelper.DisposeAndSetToNull(VertexShader, PixelShader, Layout, SamplerStateBorder, SamplerStateColor, ConstantMatrixBuffer);
 }
示例#9
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 public void Dispose()
 {
     DisposeHelper.DisposeAndSetToNull(ConstantMatrixBuffer, ConstantLightBuffer, Layout, PixelShader, VertexShader);
 }
示例#10
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 public override void Dispose()
 {
     DisposeHelper.DisposeAndSetToNull(VertexShader, PixelShader, SamplerStateBorder, SamplerStateWrap, Layout, ConstantMatrixBuffer, ConstantLightBuffer, ConstantTranslationBuffer);
 }
示例#11
0
文件: Minimap.cs 项目: ndech/Alpha
 protected override void DisposeItem()
 {
     DisposeHelper.DisposeAndSetToNull(_mapTexture, _overlayVertexBuffer, _mapTexture, _minimapTexture);
 }
示例#12
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 protected override void DisposeItem()
 {
     DisposeHelper.DisposeAndSetToNull(_fleetRenderer, _fleetMoveOrderRenderer, _water, _terrain, _sky);
 }
示例#13
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 public void Dispose()
 {
     DisposeHelper.DisposeAndSetToNull(_terrainIndexBuffer, _terrainVertexBuffer, _waterIndexBuffer, _waterVertexBuffer);
 }