I thought I read in one of the posts on this forum that DGDK.net objects are not automatically deleted at program close. If that is correct, I should use the object.delete() method, correct? And if so, what is the best strategy to do this? Can I just call them right after the main game loop? Like this?
while (DarkGDK.Engine.LoopGDK)
{
iFPS = DarkGDK.Display.ScreenFPS;
// Rotate our cube along it's Y axis
DarkGDK.Camera.DefaultCamera.ControlDefaultUsingArrowKeys(10, 1);
// Also, rotate our cube on all three axi
myMesh.Rotate(0, DarkGDK.IO.Mouse.X, DarkGDK.IO.Mouse.Y);
DarkGDK.Text.ShowText(10, 10, iFPS.ToString());
// Tell DarkGDK.NET to render our default camera display
DarkGDK.Core.Sync();
}
myMesh.Delete();
cube.Delete();
sorry if this has been asked and answered, just want to be clear. Thanks.