So making:
world.removeObject(myRef);
myRef = null; // for all the references
Sure is enought to dispose everything, including all the underlaying compiled data? I suspected that there is something else to do to free all the resources. I've asked the question the first time because my app didn't not low the memory usage doing so... sure it can be the complexity of my app that hides some lost non-nulled references, but I looked for them everywhere and I didn't found more. Maybe I make some benchmarks with IRenderHook to confirm or discard
On the other topic (sharing data between duplicated objects)... relating cloning meshes sure that this: Object3D myRef2 = new Object3D(myRef, true); do not work to share the same mesh?
For animated object I suppose that is necesary 1 mesh per object so you can get different animated statuses per each Object3D? is it? do you refer this when you say animated objects can't share meshes? so if animated objects share meshes all of them will get the same animation status when rendering? maybe know this is usessful if i want more than 1 object animated identically at the same time?
Finally: I'm reading the doc searching for other posibility... maybe sound a little mad, but can I add more than one time the same Object3D to the world?? I'm thinking in optimizing with IRenderHook; it can solve my problem in some scene