What steps produce the bug: 1. set tint color for sprite, 2. call sprite.destroy
What should happen: Phaser.CanvasPool.pool will free canvas which sprite used
What happens instead: Phaser.CanvasPool.pool keep growing
If there's an error: Not a error, maybe memory leak.
What's the error message? none
What's the error trace (expand the error message)? none
I'm not sure if this is a normal behavior or a issue. But when I keep new sprite and destroy, the Phaser.CanvasPool.pool keep growing and it's remove function never be called.
This Issue is about
I'm not sure if this is a normal behavior or a issue. But when I keep new sprite and destroy, the Phaser.CanvasPool.pool keep growing and it's remove function never be called.