@Override public void dispose () { if (fbo != null) fbo.dispose(); fbo = null; } }
@Override public void dispose () { if (fbo != null) fbo.dispose(); fbo = null; } }
@Override public void dispose () { for (int i = 0; i < getPassQuantity(); i++) { frameBuffers[i].dispose(); passShaderProviders[i].dispose(); } mainShaderProvider.dispose(); } }
@Override public void dispose () { batchShader.dispose(); scene.dispose(); fbo.dispose(); batch.dispose(); }
@Override public void dispose () { frameBuffer.dispose(); batch.dispose(); cannon.model.dispose(); floorInstance.model.dispose(); for (Light light : lights) { light.lightInstance.model.dispose(); } mrtSceneShader.dispose(); quad.dispose(); }
@Override public void dispose () { if (fbo != null) fbo.dispose(); fbo = null; } }
@Override public void dispose() { Set<Integer> keySet = fbcm.keySet(); for (Integer key : keySet) { FrameBuffer fb = fbcm.get(key); fb.dispose(); } }
private void clearFrameBufferMap() { Set<Integer> keySet = fb3D.keySet(); for (Integer key : keySet) { FrameBuffer fb = fb3D.get(key); fb.dispose(); } fb3D.clear(); }
@Override public void finish() { render.dispose(); renderTexture.dispose(); rendered = false; }
@Override public void dispose() { frameBuffer.dispose(); if (disposeAfter) fromScreen.dispose(); }
@Override public void finish() { if (mmPrerenderFbo != null) mmPrerenderFbo.dispose(); if (batch != null) batch.dispose(); initialized = false; }
@Override public void dispose() { batch.dispose(); background.dispose(); particleBuffer.dispose(); }
@Override public void resize(int width, int height) { this.width = width; this.height = height; if (frameBuffer != null) frameBuffer.dispose(); frameBuffer = new FrameBuffer(Pixmap.Format.RGB565, width, height, false); bufferTexture = new TextureRegion(frameBuffer.getColorBufferTexture()); bufferTexture.flip(false, true); }
public void dispose () { if (useDeferredRendering) { plane.dispose(); shNormalDepth.dispose(); shNormalDepthNoDiffuse.dispose(); normalDepthMap.dispose(); } treeShaderNight.dispose(); treeShader.dispose(); tileMapRenderer.dispose(); }