Comments (4)
Alright, I've pushed an implementation but leaving this open until it's been reviewed a little more. Basically it should ensure that all resources are 1) properly deleted and 2) their managed objects are also marked as Disposed, so even if you run the Application multiple times and reference managed objects from before, they will no longer think that they're still valid.
from foster.
This seems like it's working well in all my stuff, so closing!
from foster.
Interesting! Yeah I didn't consider finalizers not being called on application exit. I do currently delay dispose for graphical resources until it's on the main thread since the finalizers can run off-thread, but we should fix the other issues and maybe streamline that at the same time. I can look into this.
from foster.
Awesome! Looks great.
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Related Issues (20)
- libFosterPlatform.dylib not built for Arm on macOS HOT 7
- A transparency bug that occurs when using an Aseprite file with multiple layers. HOT 3
- Move samples to their own repo
- Room for more render performance HOT 4
- Graphics.Clear depth should be double, not int HOT 1
- Content / UserStorage APIs HOT 3
- Upgrade to .NET 8.0
- Don't run "UpdateLibs" step in build-libs.yml on pull requests
- Dynamic Sprite Font HOT 3
- Packer.CombineDuplicate incorrectly combines images when trimming HOT 1
- Get Display Size to determine if Window can fit
- App keeps running after the platform throws an error. HOT 2
- Module shutdown order HOT 3
- SDL gamepads and joysticks are not closed on shutdown HOT 2
- Add some repository tags HOT 1
- Nintendo and Sony Detection wrong (uses vendor and product instead of just vendor) HOT 10
- Drawing transparent textures HOT 6
- Add `Batcher.ImageStretch` HOT 1
- Text word wrapping HOT 2
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from foster.