public virtual void DestroyDeviceObjects() { ProjectionMatrixBuffer.Dispose(); ViewMatrixBuffer.Dispose(); LightInfoBuffer.Dispose(); LightViewProjectionBuffer0.Dispose(); LightViewProjectionBuffer1.Dispose(); LightViewProjectionBuffer2.Dispose(); DepthLimitsBuffer.Dispose(); CameraInfoBuffer.Dispose(); PointLightsBuffer.Dispose(); MainSceneColorTexture.Dispose(); MainSceneResolvedColorTexture.Dispose(); MainSceneResolvedColorView.Dispose(); MainSceneDepthTexture.Dispose(); MainSceneFramebuffer.Dispose(); MainSceneViewResourceSet.Dispose(); DuplicatorTarget0.Dispose(); DuplicatorTarget1.Dispose(); DuplicatorTargetView0.Dispose(); DuplicatorTargetView1.Dispose(); DuplicatorTargetSet0.Dispose(); DuplicatorTargetSet1.Dispose(); DuplicatorFramebuffer.Dispose(); TextureSamplerResourceLayout.Dispose(); ReflectionColorTexture.Dispose(); ReflectionDepthTexture.Dispose(); ReflectionColorView.Dispose(); ReflectionFramebuffer.Dispose(); ReflectionViewProjBuffer.Dispose(); MirrorClipPlaneBuffer.Dispose(); NoClipPlaneBuffer.Dispose(); ShadowMaps.DestroyDeviceObjects(); }
public override void CleanUp() { VertexBuffer.Dispose(); IndexBuffer.Dispose(); LineLoopIndexBuffer.Dispose(); ProjectionMatrixBuffer.Dispose(); ViewMatrixBuffer.Dispose(); ModelMatrixBuffer.Dispose(); }
public virtual void DestroyDeviceObjects() { ProjectionMatrixBuffer.Dispose(); ViewMatrixBuffer.Dispose(); CameraInfoBuffer.Dispose(); WorldAndInverseBuffer.Dispose(); LightingInfoBuffer.Dispose(); LightingInfoBuffer = null; LightStylesBuffer.Dispose(); MainSampler.Dispose(); MainSceneColorTexture.Dispose(); MainSceneResolvedColorTexture.Dispose(); MainSceneResolvedColorView.Dispose(); MainSceneDepthTexture.Dispose(); MainSceneFramebuffer.Dispose(); MainSceneViewResourceSet.Dispose(); TextureSamplerResourceLayout.Dispose(); }
public virtual void DestroyDeviceObjects() { ProjectionMatrixBuffer.Dispose(); ViewMatrixBuffer.Dispose(); LightInfoBuffer.Dispose(); LightViewProjectionBuffer0.Dispose(); LightViewProjectionBuffer1.Dispose(); LightViewProjectionBuffer2.Dispose(); NearShadowMapBinding.Dispose(); NearShadowMapFramebuffer.Dispose(); NearShadowMapTexture.Dispose(); MidShadowMapBinding.Dispose(); MidShadowMapFramebuffer.Dispose(); MidShadowMapTexture.Dispose(); FarShadowMapBinding.Dispose(); FarShadowMapFramebuffer.Dispose(); FarShadowMapTexture.Dispose(); DepthLimitsBuffer.Dispose(); CameraInfoBuffer.Dispose(); PointLightsBuffer.Dispose(); }