/// <summary> /// Se llama cuando termina la ejecución del ejemplo. /// Hacer Dispose() de todos los objetos creados. /// Es muy importante liberar los recursos, sobretodo los gráficos ya que quedan bloqueados en el device de video. /// </summary> public override void Dispose() { //Dispose de la caja. fullScreenQuad.Dispose(); //Dispose del mesh. effect.Dispose(); }
public override void Dispose() { DisposeHUD(); spawnManager.Dispose(); foreach (GameObject o in SceneObjects) { o.Dispose(); } // HeightMaps foreach (HeightMapTextured hm in heightMaps) { hm.Dispose(); } lightBox.Dispose(); ItemDatabase.Instance.Dispose(); skyBox.Dispose(); fullQuadVertexBuffer.Dispose(); auxRenderTarget.Dispose(); auxDepthStencil.Dispose(); gogleViewEffect.Dispose(); gogleViewTexture.Dispose(); DisposeSounds(); }
public override void Dispose() { moto.dispose(); foreach (TgcMesh caja in cajas) { caja.dispose(); } controladorIA.disposeOponentes(); skyBoxTron.dispose(); texto.Dispose(); textoModoDios.Dispose(); cajaConLuz.dispose(); efectoLuz.Dispose(); gestorPowerUps.dispose(); pisoPlane.dispose(); piso.dispose(); mp3Player.closeFile(); }
public void dispose() { terrain.dispose(); terrain2.dispose(); efectoOlas.Dispose(); efectoCascada.Dispose(); }
public override void Dispose() { effect.Dispose(); scene.disposeAll(); lightBox.dispose(); D3DDevice.Instance.Device.Viewport = ViewF; }
public override void Dispose() { effect.Dispose(); scene.disposeAll(); scene2.disposeAll(); scene3.disposeAll(); sceneX.disposeAll(); }
public override void Dispose() { effect.Dispose(); scene.DisposeAll(); g_pRenderTarget.Dispose(); g_pNormals.Dispose(); g_pVBV3D.Dispose(); g_pDepthStencil.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() { effect.Dispose(); scene.disposeAll(); scene2.disposeAll(); scene3.disposeAll(); scene4.disposeAll(); terrain.dispose(); g_pCubeMapAgua.Dispose(); g_pShadowMap.Dispose(); g_pDSShadow.Dispose(); }
public override void Dispose() { ESCENA.dispose(); SHIP.Dispose(); effect.Dispose(); g_pRenderTarget.Dispose(); g_pRenderTarget2.Dispose(); g_pRenderTarget3.Dispose(); g_pRenderTarget4.Dispose(); g_pRenderTarget5.Dispose(); g_pDepthStencil.Dispose(); g_pVBV3D.Dispose(); }
/// <summary> /// Se llama cuando termina la ejecución del ejemplo. /// Hacer Dispose() de todos los objetos creados. /// Es muy importante liberar los recursos, sobretodo los gráficos ya que quedan bloqueados en el device de video. /// </summary> public override void Dispose() { disposing = true; shark.Dispose(); efectoDesaparecer.Dispose(); sonidoUnderwater.dispose(); Player.Dispose(); oceano.Dispose(); heightmap.Dispose(); foreach (var pez in peces) { pez.Dispose(); } foreach (var coral in corales) { coral.Dispose(); } foreach (var metal in metales) { metal.Dispose(); } foreach (var piedra in piedras) { piedra.Dispose(); } nave.Dispose(); interiorNave.Dispose(); mesaNave.Dispose(); sogaInterior.Dispose(); lamparaNave.Dispose(); sillaInterior.Dispose(); timonInterior.Dispose(); Particulas.Dispose(); Oceano.Dispose(); Hud.Dispose(); maskTexture.dispose(); perlinTexture.dispose(); arma.Dispose(); effect.Dispose(); renderTarget.Dispose(); fullScreenQuad.Dispose(); depthStencil.Dispose(); coralesBrillantes.Dispose(); FBVerticalBloom.Dispose(); FBHorizontalBool.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(); }
/// <summary> /// Disposes of the Effect object. /// </summary> public void Dispose() { if (_effect != null) { _effect.Dispose(); _effect = null; } _createType = Effect.CreationType.File; _filename = null; _stream = null; _sourceData = null; _preprocessorDefines = null; _includeFile = null; _flags = D3D.ShaderFlags.None; _pool = null; _errors = null; }
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() { effect.Dispose(); recoltableItemEffect.Dispose(); wavesEffect.Dispose(); playerModel.Dispose(); bulletManager.Dispose(); skyBox.Dispose(); //skyBoxUndersea.Dispose(); surfacePlane.Dispose(); underseaTerrain.Dispose(); collectModel.Dispose(); shipHelmPoster.Dispose(); //Dispose de Meshes meshes.ForEach(x => x.Dispose()); shipHelmMesh.ForEach(x => x.Dispose()); historyModel.Dispose(); music.closeFile(); }
public override void Dispose() { effect.Dispose(); scene.disposeAll(); lightBox.dispose(); }