We all know memory leaks are bad, so I wanted to better understand use of the drop() function in irrlicht objects. My main question is, what determines which objects need to be dropped?
For example...
Lets say I have a reference to the device on which I called createDevice(), I also have a reference to the video Driver, scene manager and gui environment objects. I also load a few textures with the video driver by calling getTexture();
before my application terminates which of these things (or all) need to be dropped to avoid memory leaks. And how can I tell in the future which objects must be dropped?
or does pDevice->drop() magically fix everything? *crosses fingers*
If my question was confusing please tell me so I can rephrase it. Thanks in advance for help.