render3d: @owns on the handles records hold
Target's framebuffer and its colour and depth textures, a Mesh's index buffer (gvk_buf_new / gvk_buf_delete now @creates / @releases GpuBuffer too), a Prim's mesh and an Actor's own skin clone. ludic deps --resources over main: resource_drops 0, owned_leaks 0; a probe freeing a Target's fbo alone was reported for its colour and depth (2), then removed. Compiled (steady). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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5 changed files with 8 additions and 6 deletions
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property Mesh {
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vao: int = 0, # OpenGL's vertex array object (gpu.ludic's, on that backend)
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vbo: int = 0, # the first vertex buffer
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ebo: int = 0,
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@owns(GpuBuffer) ebo: int = 0,
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count: int = 0, # indices (ebo != 0) or vertices
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mode: int = 4, # GL_TRIANGLES
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itype: int = 0x1405, # GL_UNSIGNED_INT
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