YO @Deltakosh or @sebavan … How do i properly handle rebuild a solid particle system after the WebGL context has been lost and then successfully restored. I see the asset container has code like this for restoring regular particle systems
this._onContextRestoredObserver = scene.getEngine().onContextRestoredObservable.add(() => {
...
for (const system of this.particleSystems) {
system.rebuild();
}
...
});
But the solid particle system does not have a rebuild function.
So basically what the best thing to rebuild the particle system after a lost context.
A bit of context.
I have an app that sometimes looses its context when the user does multiple instances. And i have a few solid particle system in play.
without rebuilding the SPS , when the WebGL context is successfully restores the app crashes with this error
It really should not even execute that line because of the line above that say if:
(!this._texture) return
but basically some renderToTarget texture is reporting as null when calling this._texture.generateMipMaps after successfully restoring the context.
Weird
Any Thoughts ???