I'm not 100% sure (can't look right now) but there was a boolean just for this issue into the dispose(true/false) if true (deep) the map was disposed while false was keeping it not ruining the material if shared with other objects. I recall running into same issues while writing some methods...
Fabrice On Mar 25, 2011, at 10:45 PM, Michael Iv wrote: > Do you mean somePrimitive.geometry.dispose ()? It doesn't help . The memory > is not cleaned . > But now I found that when calling on the object itself dispose(true) it does > work but the initial material is screwed up because of the referencing I > guess. So that is the real problem if you want to share a single material > between multiple objects as it is in case of particle system . So should I > always set a new material on every spawning object ? > > Sent from my iPhone > > On Mar 25, 2011, at 11:15 PM, Fabrice3D <[email protected]> wrote: > >> no its in Geometry >> On Mar 25, 2011, at 10:00 PM, Michael Iv wrote: >> >>> Sorry Fabrice , but where is this method supposed to be? Can't see it on >>> the primitives >>> >>> Michael >>> >>> Sent from my iPhone >>> >>> On Mar 25, 2011, at 3:57 PM, Fabrice3D <[email protected]> wrote: >>> >>>> we have a disposeSubgeometry (i've spammed David for this and he did it) >>>> that I needed as well for some other dispose/distroy cases. >>>> that should solve your issue I think. >>>> >>>> Fabrice >>>> >>>> On Mar 25, 2011, at 2:14 PM, Michael Iv wrote: >>>> >>>>> Hi all , I am working on upgrading flint particles for away4 . Everything >>>>> works fine except of the fact that the disposed objects , in this case >>>>> away sphere particles are not cleared from the memory . Anybody has an >>>>> advice where is the problem . >>>>> P.s : tried dispose deep= true throws errors . With set to false it >>>>> doesn't help >>>>> >>>>> Sent from my iPhone >>>> >>
