PS: so works fine on the model itself, but the attached textures are troubling me still:
LoadExtGlbFullOwnTexture.prototype.unloadModel = function(){
var app = this.app;
var self = this;
var meshes = null;
meshes = self.entity.model.model.meshInstances;
for(var i=0; i<meshes.length; i++){
var mesh = meshes[i];
console.log( ":: || "+ mesh.node.name + " chg "+i);
asset.unload(); //aproach 1: your suggestion but no change [err: on asset > how to assign asset, when external from start; then pushed to assets, for finally to be taken off leaving original texture?]
self.entity.model.model.meshInstances[i].material.destroy(0); //aproach 2: no change
self.entity.model.model.meshInstances[i].material.destroy(1); ///aproach 2: no change
self.entity.model.model.meshInstances[i].material.diffuseMap = null; // apporach 3: 'hail mary' ... no change
}
self.entity.removeComponent("model");
};
Was wondering if I should go in this direction;
- but as yauStar writes/wrote below the thread seems to be part of a repo debug-issue.
As such there might be a easier way to handle material/texture resets? (would not dare to use time, examples/solutions that has become impossible to a later repo)