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If you assign preFX to any gameObject in a scene that also contains a 3.8 spine object, something goes wacky in the renderer and starts spewing the same instructions into this.renderer.glAttribLocationWrappers on repeat.
Game performance eventually tanks, as renderer.glAttribLocationWrappers.indexOf() is run multiple times per render cycle.
To address the memory leak issue in Phaser 3.80.1, please check the following updates and fixes:
DynamicTexture: Ensure setSize(width, height) is called for both WebGL and Canvas. This prevents width and height from being set to -1 in Canvas mode.
DynamicTexture.setSize(width,height);
DynamicTexture: Check if the glTexture bound to the current frame is stale and destroy it before binding the one from the Render Target to prevent memory leaks.
I see this with later versions of spine as well. If you use preFX and spine in the same scene, a significant memory leak begins. I'm using spine 4.1 I think
Version
Description
If you assign preFX to any gameObject in a scene that also contains a 3.8 spine object, something goes wacky in the renderer and starts spewing the same instructions into
this.renderer.glAttribLocationWrappers
on repeat.Game performance eventually tanks, as
renderer.glAttribLocationWrappers.indexOf()
is run multiple times per render cycle.Example Test Code
Click the text to trigger the bug
https://codepen.io/Bambosh/pen/KKjKdxP
Additional Information
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