public void Dispose() { Entities.Remove(this); mesh.Dispose(); agarrarEfecto.dispose(); DisposeEntity(); }
public override void Dispose() { effect.Dispose(); textures.ForEach(t => t.Dispose()); lightBoxes.ForEach(l => l.Dispose()); sphereMesh.Dispose(); }
public override void Dispose() { suelo.Dispose(); //Al hacer dispose del original, se hace dispose automaticamente de todas las instancias palmeraOriginal.Dispose(); }
public override void Dispose() { trafficLight.Dispose(); depthStencil.Dispose(); plane.Dispose(); effect.Dispose(); glowyObjectsFrameBuffer.Dispose(); }
public override void Dispose() { //Liberar memoria del modelo 3D mesh.Dispose(); //Liberar memoria de toda la escena scene.DisposeAll(); }
public override void Dispose() { colliderCylinder.Dispose(); colliderCylinderFixedY.Dispose(); collisionableSphere.Dispose(); collisionableMeshAABB.Dispose(); collisionableCylinder.Dispose(); }
public void Dispose() { emitter.dispose(); emitter2.dispose(); explosionMesh.Dispose(); ringMesh.Dispose(); explosionFX.Dispose(); }
public void Dispose() { OutdoorMesh.Dispose(); IndoorMesh.Dispose(); BodyIndoorShip.Dispose(); BodyOutdoorShip.Dispose(); Plane.Dispose(); }
public override void Dispose() { mesh.Dispose(); effect.Dispose(); g_pRenderTarget.Dispose(); g_pBlurFactor.Dispose(); g_pVBV3D.Dispose(); g_pDepthStencil.Dispose(); }
public override void Dispose() { mesh.Dispose(); box2.Dispose(); boundingSphere.Dispose(); meshObb.Dispose(); obb.Dispose(); triangle = null; }
public void DisposeMonsterBlur() { mesh.Dispose(); g_pRenderTarget.Dispose(); g_pDepthStencil.Dispose(); g_pVBV3D.Dispose(); g_pVel1.Dispose(); g_pVel2.Dispose(); }
public override void Dispose() { skyBox.Dispose(); terreno.Dispose(); foreach (var mesh in objetosIsla) { mesh.Dispose(); } }
public override void Dispose() { mesh.Dispose(); g_pRenderTarget.Dispose(); g_pDepthStencil.Dispose(); g_pVBV3D.Dispose(); g_pVel1.Dispose(); g_pVel2.Dispose(); }
private void AgarrarLibros(TgcMesh mesh) { if (mesh.Name == "Box_1" && !librosAgarrados.Contains(mesh)) { librosAgarrados.Add(mesh); cantidadLibrosAdquiridos++; mesh.BoundingBox = new Core.BoundingVolumes.TgcBoundingAxisAlignBox(); mesh.Dispose(); } }
private void Coleccionar(TgcMesh mesh) { if (coleccionables.Contains(mesh)) { coleccionablesAgarrados.Add(mesh); coleccionables.Remove(mesh); cantidadColeccionablesAgarrados++; mesh.BoundingBox = new Core.BoundingVolumes.TgcBoundingAxisAlignBox(); mesh.Dispose(); } }
public override void Dispose() { mesh.Dispose(); effect.Dispose(); g_pBaseTexture.Dispose(); g_pBaseTexture2.Dispose(); g_pBaseTexture3.Dispose(); g_pHeightmap.Dispose(); g_pHeightmap2.Dispose(); g_pHeightmap3.Dispose(); }
public override void dispose() { mesh.Dispose(); mesh = null; originalUVCoords = null; if (EditablePoly != null) { EditablePoly.dispose(); EditablePoly = null; } }
public void Dispose() { hudSprites.Dispose(); healthBar.Dispose(); specialBar.Dispose(); weaponName.Dispose(); ammoQuantity.Dispose(); speed.Dispose(); km.Dispose(); reloj.Dispose(); turbo.Dispose(); mesh.Dispose(); }
public override void Dispose() { piso.Dispose(); foreach (var obstaculo in obstaculos) { obstaculo.Dispose(); } personaje.Dispose(); foreach (var sound in sonidos) { sound.dispose(); } }
public override void Dispose() { meshes.ForEach(m => m.Dispose()); pbrMesh.Dispose(); effect.Dispose(); cubeMap.Dispose(); irradianceMap.Dispose(); prefilterMap.Dispose(); depthStencils.ForEach(depthStencil => depthStencil.Dispose()); bdrfLUT.Dispose(); lightBoxes.ForEach(lightBox => lightBox.Dispose()); unitCube.Dispose(); fullQuadVertexBuffer.Dispose(); }
public void Dispose() { foreach (var plano in piso) { plano.Dispose(); } foreach (var box in pared1) { box.Dispose(); } foreach (var box in pared2) { box.Dispose(); } caja1.Dispose(); caja2.Dispose(); caja3.Dispose(); caja4.Dispose(); caja5.Dispose(); barril1.Dispose(); calabera.Dispose(); esqueleto.Dispose(); foreach (var pilar in pilares) { pilar.Dispose(); } foreach (var mueble1 in muebles) { mueble1.Dispose(); } pilarCaido1.Dispose(); pilarCaido2.Dispose(); plaFija1.Dispose(); plaFija2.Dispose(); plaFija3.Dispose(); plaFija4.Dispose(); plaFija5.Dispose(); plaMovil1.Dispose(); }
public override void Dispose() { //El ejemplo fuerza al dispose por eso no se debe llamar devuelta. if (time != -1) { foreach (var m in meshes) { m.Dispose(); } meshes.Clear(); scene1.DisposeAll(); boxMesh.Dispose(); } }
public override void Dispose() { circuito.dispose(); car.Dispose(); effect.Dispose(); terrain.Dispose(); skyBox.Dispose(); g_pRenderTarget.Dispose(); g_pRenderTarget2.Dispose(); g_pRenderTarget3.Dispose(); g_pRenderTarget4.Dispose(); g_pRenderTarget5.Dispose(); g_pDepthStencil.Dispose(); g_pVBV3D.Dispose(); }
public override void Dispose() { mesh.Dispose(); foreach (var t in triangles) { t.Dispose(); } foreach (var a in normals) { a.Dispose(); } foreach (var p in planes) { p.Dispose(); } }
public override void Dispose() { mesh.Dispose(); effect.Dispose(); terrain.Dispose(); g_pDepthStencil.Dispose(); g_pBaseTexture.Dispose(); g_pVelocidad.Dispose(); g_pVelocidadOut.Dispose(); g_pPos.Dispose(); g_pPosOut.Dispose(); g_pTempPos.Dispose(); g_pTempVel.Dispose(); g_pHeightmap.Dispose(); scene.disposeAll(); g_pVB.Dispose(); g_pVBV3D.Dispose(); }
public void Dispose() { //Se hace dispose del modelo fisico. dynamicsWorld.Dispose(); dispatcher.Dispose(); collisionConfiguration.Dispose(); constraintSolver.Dispose(); overlappingPairCache.Dispose(); hummerBody.Dispose(); floorBody.Dispose(); //Dispose de Meshes foreach (TgcMesh mesh in meshes) { mesh.Dispose(); } hummer.Dispose(); }
public override void Dispose() { foreach (var m in meshes) { m.Dispose(); } effect.Dispose(); pasto.Dispose(); arbol.Dispose(); arbusto.Dispose(); g_pRenderTarget.Dispose(); g_pGlowMap.Dispose(); g_pRenderTarget4Aux.Dispose(); g_pRenderTarget4.Dispose(); g_pVBV3D.Dispose(); g_pDepthStencil.Dispose(); foreach (var m in enemigos) { m.Dispose(); } }
public override void Dispose() { foreach (TgcMesh m in meshes) { m.Dispose(); } effect.Dispose(); skyBox.Dispose(); terrain.Dispose(); pasto.Dispose(); arbol.Dispose(); arbusto.Dispose(); g_pRenderTarget.Dispose(); g_pGlowMap.Dispose(); g_pRenderTarget4Aux.Dispose(); g_pRenderTarget4.Dispose(); g_pVBV3D.Dispose(); g_pDepthStencil.Dispose(); for (int i = 0; i < NUM_REDUCE_TX; i++) { g_pLuminance[i].Dispose(); } g_pLuminance_ant.Dispose(); }
public void Dispose() { mesh.Dispose(); rigidBody.Dispose(); }
public override void Dispose() { canion.Dispose(); tallo.Dispose(); }