private void LoadShaders() { //Contract.Ensures(bumpShader != null, "lightShader must be instantiated by this function"); Contract.Ensures(colourTextureShader != null, "colourTextureShader must be instantiated by this function"); fogShader = new FogShader(dx.D3DDevice); colourTextureShader = new ColourTextureShader(dx.D3DDevice); }
/// <summary> /// Releases unmanaged and - optionally - managed resources. /// </summary> /// <param name="disposing"><c>true</c> to release both managed and unmanaged resources; <c>false</c> to release only unmanaged resources.</param> protected virtual void Dispose(bool disposing) { //Contract.Ensures(bumpShader == null, "lightShader must be disposed by this function."); Contract.Ensures(colourTextureShader == null, "colourTextureShader must be disposed by this function."); Contract.Ensures(bitmap == null, "bitmap must be disposed by this function."); Contract.Ensures(fontEngine == null, "fontEngine must be disposed by this function."); Contract.Ensures(dx == null, "dx must be disposed by this function."); if (disposing) { if (fogShader != null) { fogShader.Dispose(); fogShader = null; } if (colourTextureShader != null) { colourTextureShader.Dispose(); colourTextureShader = null; } if(bitmap != null) { bitmap.Dispose(); bitmap = null; } if(fontEngine != null) { fontEngine.Dispose(); fontEngine = null; } if (dx != null) { dx.Dispose(); dx = null; } } }