Comments (3)
Hey, yeah I definitely would like to look into this further. Currently I don't have a solid grasp over what needs to be released. Do you know of any good resources?
Cheers
from ogl.
Yes as I created dispose now a bit around framework: :)
1)Textures need to be removed gl.deleteTexture(texture.texture);
2) Texture need to be unbindede:
renderer.gl.bindTexture(renderer.gl.TEXTURE_2D, null);
renderer.gl.bindTexture(renderer.gl.TEXTURE_CUBE_MAP, null);
this is for webgl 1, fro 2 there can be more texture types
3) Geometry and buffer as I saw are already implemented
4) Program remove I saw as well
Also would assume all referenced gl / renderers should be removed as they can get cycle reference, same goes for internal states
To make it working out of box renderers should have references to all textures / programs and meshes if not dispose could be implemented per object only and then user would be responsible to call them.
Some resources:
https://stackoverflow.com/questions/23598471/how-do-i-clean-up-and-unload-a-webgl-canvas-context-from-gpu-after-use
very few things related to process: https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/WebGL_best_practices
from ogl.
Technically it is not necessary.
Context will a flushed after losting, for ex - delete canvas or reload a page.
But if you use context a temporary, for ex, animation on SPA, or visualising library - this is maybe a usifull to prevent memory leaks.
from ogl.
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from ogl.