I am looking at the Textured Box demo on http://www.khronos.org/webgl/wiki/Demo_Repository. It has the following code snippets:
function loadImageTexture(ctx, url)
{
var texture = ctx.createTexture(); // allocate texture
texture.image = new Image();
texture.image.onload = function() { doLoadImageTexture(ctx, texture.image, texture) }
texture.image.src = url;
return texture;
}
function doLoadImageTexture(ctx, image, texture)
{
ctx.bindTexture(ctx.TEXTURE_2D, texture);
ctx.texImage2D(ctx.TEXTURE_2D, 0, ctx.RGBA, ctx.RGBA, ctx.UNSIGNED_BYTE, image); // loaded the image
...
}
...
var spiritTexture = loadImageTexture(gl, "resources/spirit.jpg");
How do you free allocated/loaded texture in order to avoid memory leak?
Will the following code free both the loaded/allocated texture and image?
spiritTexture = null;
Thanks in advance for your help.