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
>>>> 
>> 

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