Managed DirectX Resource Disposal

If you find that a Managed DirectX application you’re developing is taking a very long time to shut down, make sure that you’re disposing all the Vertex Buffers (and other pooled device resources) in the reverse order that you created them.

I’ve been working with Managed DirectX seriously for about a week now and I’m pretty impressed so far. There are a few gotchas I’ve run into like the above, but for the most part it’s been easy to get up to speed. It’s actually more similar to OpenGL than I expected.

One Response to “Managed DirectX Resource Disposal”

  1. Glenn Wilson says:

    Sorry it took so long, just found your feed. Welcome to the world of Managed DirectX. Just a quick question, what languages are you using for you code. I am trying to collect resources for VB.Net and C#. I am also starting to search and collect a list of Bloggers that are posting about Managed DirectX, Here is the post on my Blogs..

    http://blogs.ircomm.net/mykre/2006/01/12/ManagedDirectXBloggersList.aspx

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