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PIXI.utils.TextureCache[texture].destroy


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Error message:

Quote

Sprite.js:264 Uncaught TypeError: Cannot read property 'width' of null
    at e.calculateVertices (Sprite.js:264)
    at e._render (Sprite.js:361)
    at e.render (Container.js:503)
    at e.render (Container.js:508)
    at e.render (Renderer.js:361)
    at t.mo.render (Application.js:95)
    at ze.emit (TickerListener.js:96)
    at Ve.update (Ticker.js:443)
    at Ve._tick (Ticker.js:158)

Full code:


import * as PIXI from "pixijs";

export default class Game
{
    private _app: PIXI.Application;

    public constructor()
    {
        //Create a Pixi Application
        this._app = new PIXI.Application({
            width: 256,
            height: 256,
            antialias: true,
            transparent: false,
            resolution: 1
        });

        //Add the canvas that Pixi automatically created for you to the HTML document
        document.body.appendChild(this._app.view);

        //load an image and run the `setup` function when it's done
        PIXI.Loader.shared.load()
            .add("images/cat.png")
            .load(() => this.Setup());
    }

    //This `setup` function will run when the image has loaded
    private Setup(): void
    {
        //Create the cat sprite
        let cat = new PIXI.Sprite(PIXI.Loader.shared.resources["images/cat.png"].texture);

        //You can also create the `cat` sprite from the texture, like this:
        // let cat = new PIXI.Sprite(PIXI.utils.TextureCache["images/cat.png"]);

        //Add the cat to the stage
        this._app.stage.addChild(cat);

        // This code does not work
        //If you ever need to, here's how you can clean out WebGL's GPU
        //memory manually
        Object.keys(PIXI.utils.TextureCache).forEach((texture) =>
        {
            PIXI.utils.TextureCache[texture].destroy(true);
        });
    }
}

 

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Well, you destroyed texture but sprite still has link to it and when app renders-> sprite renders->goodbye. There's no way to set all sprite texture to null when you destroy texture. If we make mechanism like that, it will REQUIRE everyone to use destroy() on sprites which is not requirement right now.

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