void ReleaseRenderTargets( void )
{
	s_pPowerOfTwoFrameBufferTexture.Shutdown();
	s_pCameraTexture.Shutdown();
	s_pWaterReflectionTexture.Shutdown();
	s_pWaterRefractionTexture.Shutdown();
	s_pQuarterSizedFB0.Shutdown();
	s_pQuarterSizedFB1.Shutdown();
	s_pFullFrameDepthTexture.Shutdown();
	s_pScopeTexture.Shutdown();

	for (int i=0; i<MAX_FB_TEXTURES; ++i)
		s_pFullFrameFrameBufferTexture[i].Shutdown();
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CMiniViewportEngineRenderArea::ShutdownSceneMaterials()
{
	m_ScreenBuffer.Shutdown();
	m_ScreenMaterial.Shutdown();
}
void CSceneViewerApp::ShutdownDefaultEnvCubemap( )
{
	CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
	pRenderContext->BindLocalCubemap( NULL );
	m_DefaultEnvCubemap.Shutdown( );
}
//-----------------------------------------------------------------------------
// Called when the layoff texture needs to be released
//-----------------------------------------------------------------------------
void CMiniViewportEngineRenderArea::ReleaseLayoffTexture()
{
	m_ScreenBuffer.Shutdown();
	m_ScreenMaterial.Shutdown();
}