Cleanup best practices #1785
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We could look into why onFinalize isn't called but generally working with multiple canvases is the achilles heel of WebGL. It creates a new WebGL context for every canvas, and there is no method available for destroying a WebGL context. So all the GPU and CPU overhead that goes with that keeps accreting. I don't know enough about the structure of your application but you should be aware of the fundamental limitations. |
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I've been working with version 8.5, and I have some memory leaks when adding and removing canvases from the dom, overtime I get progressively worse framerates.
Are there any best-practices for cleanup?
I have something like:
I dug around in the function signatures and found a
onFinalize
method but it never seems to get called. I also tried callingloop.stop() loop.delete()
before removing the canvas from the dom..any tips?
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