That means any texture created is leaking, disposing of it does not reclaim the GPU memory…
It sounds like a bug of the driver to me, which does not reclaim GPU memory properly.
It is more apparent now with our new screenshot code because we are creating a new texture each time, but to me the problem is not with our code.
cc @sebavan in case it rings some bells for him.
Note that if that helps, you can keep the overriden method of BABYLON.DumpTools.DumpData
I provided in the PG above if the screenshots are ok with you with this method. Our new implementation takes care of the pre-multiply setting of canvas that made data with alpha channel not having the proper look, but screenshots don’t have an alpha channel so that should be fine.
And thanks for your patience with the testings!