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But why do you need to explicitly purge it? The caches will be purged when the device is destroyed. |
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The OpenGL contexts recreated when window got resized,new float preview window opens, etc. |
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I renamed |
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When initializing the Engine by Attaching to Existing OpenGL/GLES Context.
And working with mutiple GL contexts.
We need a way to purge engine's internal VAO and FBO cache of one specific GL context,
when that context is about to be destroyed.
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