/// <summary> /// putsaa listat ja poista gl-datat /// </summary> public void ClearArrays() { Texture.DisposeAll(); GLSLShader.DisposeAll(); Material.DisposeAll(); Particles.DisposeAll(); Light.Lights.Clear(); Path.Paths.Clear(); world = null; world = new Renderable("World"); Node.ObjectCount = 0; for (int q = 0; q < Texture.MaxTextures; q++) { Texture.UnBind(q); } GLSLShader.UnBindShader(); GLSLShader.SetShader("default.shader", ""); GC.Collect(); GC.WaitForPendingFinalizers(); }