protected internal void DestroyShadowTextures()
{
for ( int i = 0; i < this.shadowTextures.Count; ++i )
{
Texture shadowTex = this.shadowTextures[ i ];
// TODO: It would be useful to have a reference count for
// these textures. They should only be removed from the
// resource manager if nobody else is using them.
TextureManager.Instance.Remove( shadowTex.Name );
// destroy texture
// TODO: Should I really destroy this texture here?
if ( !shadowTex.IsDisposed )
shadowTex.Dispose();
this.DestroyCamera( this.shadowTextureCameras[ i ] );
}
this.shadowTextures.Clear();
this.shadowTextureCameras.Clear();
}