public void Dispose() { ShaderLibrary.Dispose(); foreach (var pass in Passes) { pass.Dispose(); } Quad.Dispose(); CameraUniformBuffer.Dispose(); SceneUniformBuffer.Dispose(); MaterialUniformBuffer.Dispose(); ToneMapUniformBuffer.Dispose(); ShadowMapFramebuffer.Dispose(); ShadowMapTexture.Dispose(); ShadowMapFilteredFramebuffer.Dispose(); ShadowMapFilteredTexture.Dispose(); SSSDepthTexture.Dispose(); SSSHighFramebuffer.Dispose(); SSSHighTexture.Dispose(); SSSMiddleFramebuffer.Dispose(); SSSMiddleTexture.Dispose(); SSSLowFramebuffer.Dispose(); SSSLowTexture.Dispose(); SSSLowFilteredFramebuffer.Dispose(); SSSLowFilteredTexture.Dispose(); SceneFramebuffer.Dispose(); SceneColorTexture.Dispose(); SceneDepthTexture.Dispose(); ToneMapFramebuffer.Dispose(); ToneMapColorTexture.Dispose(); }
public override void Dispose() { ShadowMapTexture.Dispose(); m_isShadowMapIntialized = false; }