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Fast Animation #724
Fast Animation #724
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Both of the dispose functions do exactly the same thing, perhaps worth merging them into
disposeTrajectoryLine
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Yeah, I was torn on this too. I split them because the underlying geometry and material objects inside of the mesh are what needs to be disposed, and those are both shareable across mesh instances. I was leaning towards a pattern where we put dispose (destructor) next to draw (constructor), so that changes in one function can be easily mirrored to the other. If we have no short term plan to add geometry or material reuse and want to add as a rule instead that these are copied in every mesh, I think we should use a single function for disposing arbitrary meshes, which I think is just as good.
On a side note, we're technically leaking Axis meshes when switching axes, so I figured a dispose method per type of scene object made sense when I realized I didn't want to trace the code to find out how axis meshes were initialized.