/// <summary> /// removes a PostProcessor. Note that unload is not called when removing so if you no longer need the PostProcessor be sure to call /// unload to free resources. /// </summary> /// <param name="postProcessor">Step.</param> public void RemovePostProcessor(PostProcessor postProcessor) { Insist.IsTrue(_postProcessors.Contains(postProcessor)); _postProcessors.Remove(postProcessor); postProcessor.Unload(); }
/// <summary> /// removes a PostProcessor. Note that unload is not called when removing so if you no longer need the PostProcessor be sure to call /// unload to free resources. /// </summary> /// <param name="postProcessor">Step.</param> public void removePostProcessor(PostProcessor postProcessor) { Insist.isTrue(_postProcessors.contains(postProcessor)); _postProcessors.remove(postProcessor); postProcessor.unload(); }
/// <summary> /// removes a PostProcessor. Note that unload is not called when removing so if you no longer need the PostProcessor be sure to call /// unload to free resources. /// </summary> /// <param name="step">Step.</param> public void removePostProcessor(PostProcessor step) { _postProcessors.remove(step); }
/// <summary> /// removes a PostProcessor. Note that unload is not called when removing so if you no longer need the PostProcessor be sure to call /// unload to free resources. /// </summary> /// <param name="postProcessor">Step.</param> public void removePostProcessor(PostProcessor postProcessor) { postProcessor._isAttachedToScene = true; _postProcessors.remove(postProcessor); }