private void DestroyCascadeTextures() { MyRender11.Log.WriteLine("DestroyCascadeTextures"); MyRender11.Log.IncreaseIndent(); MyArrayTextureManager arrayManager = MyManagers.ArrayTextures; arrayManager.DisposeTex(ref m_cascadeShadowmapArray); arrayManager.DisposeTex(ref m_cascadeShadowmapBackup); m_cascadesReferenceCount = Math.Max(m_cascadesReferenceCount - 1, 0); arrayManager.DisposeTex(ref m_combinedShadowmapArray); MyRender11.Log.DecreaseIndent(); }
internal static void ReleaseScreenResources() { if (m_fullResViewDepthTarget != null) { MyRwTextureManager rwManager = MyManagers.RwTextures; rwManager.DisposeTex(ref m_fullResViewDepthTarget); rwManager.DisposeTex(ref m_fullResNormalTexture); rwManager.DisposeTex(ref m_fullResAOZTexture); rwManager.DisposeTex(ref m_fullResAOZTexture2); MyArrayTextureManager arrayManager = MyManagers.ArrayTextures; arrayManager.DisposeTex(ref m_quarterResViewDepthTextureArray); arrayManager.DisposeTex(ref m_quarterResAOTextureArray); } }