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();
        }
示例#2
0
 public override void Dispose()
 {
     ShadowMapTexture.Dispose();
     m_isShadowMapIntialized = false;
 }