A SpriteAtlas is a pure data record whose lifetime is governed by its
Texture2D; it is deliberately NOT owned by any Sprite2DLayer or
SpriteRenderer (those hold it readonly and never free it), so a single
atlas can back many layers/renderers across many surfaces. That makes the
atlas the caller's to dispose: call this once, after every renderer/layer
referencing it has been disposed. Idempotence is NOT guaranteed — the
underlying GPUTexture.destroy() must be called exactly once.
Note: atlases created via createGridSpriteAtlas from an externally-owned
Texture2D should be freed by whoever owns that texture, not via this call.
Release the GPU texture backing
atlas.A
SpriteAtlasis a pure data record whose lifetime is governed by itsTexture2D; it is deliberately NOT owned by anySprite2DLayerorSpriteRenderer(those hold itreadonlyand never free it), so a single atlas can back many layers/renderers across many surfaces. That makes the atlas the caller's to dispose: call this once, after every renderer/layer referencing it has been disposed. Idempotence is NOT guaranteed — the underlyingGPUTexture.destroy()must be called exactly once.Note: atlases created via
createGridSpriteAtlasfrom an externally-ownedTexture2Dshould be freed by whoever owns that texture, not via this call.