Where:projects/spikersoft/src/app/_components/_games/space-game/radar/radar-hud.ts — rebuildUI() (called from resize() once UI already exists).
What: Constructor createBlipPool(50) adds 50 meshes to this.group. A later resize() walks every child, dispose()s Mesh geometry/material, then createUI() without re-adding pool blips. activeBlips is also not cleared, so updateBlips() reuses disposed meshes that are no longer in the scene graph.
Result: after a window resize, radar contacts stop rendering (or render with disposed geometry).
Expected: rebuild should either skip pooled blips, recreate the pool, or clear activeBlips and re-add unused pool meshes to the group.
Found by Wave 8 a2 coverage tests.
**Where:** `projects/spikersoft/src/app/_components/_games/space-game/radar/radar-hud.ts` — `rebuildUI()` (called from `resize()` once UI already exists).
**What:** Constructor `createBlipPool(50)` adds 50 meshes to `this.group`. A later `resize()` walks every child, `dispose()`s Mesh geometry/material, then `createUI()` without re-adding pool blips. `activeBlips` is also not cleared, so `updateBlips()` reuses disposed meshes that are no longer in the scene graph.
**Result:** after a window resize, radar contacts stop rendering (or render with disposed geometry).
**Expected:** rebuild should either skip pooled blips, recreate the pool, or clear `activeBlips` and re-add unused pool meshes to the group.
Found by Wave 8 a2 coverage tests.
Resolved in spikersoft-angular PR #819 (merged to master). RadarHUD resize keeps the blip pool so contacts do not vanish. Closing.
Resolved in spikersoft-angular [PR #819](https://git.spikersoft.com/spikerj/spikersoft-angular/pulls/819) (merged to `master`). RadarHUD resize keeps the blip pool so contacts do not vanish. Closing.
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Where:
projects/spikersoft/src/app/_components/_games/space-game/radar/radar-hud.ts—rebuildUI()(called fromresize()once UI already exists).What: Constructor
createBlipPool(50)adds 50 meshes tothis.group. A laterresize()walks every child,dispose()s Mesh geometry/material, thencreateUI()without re-adding pool blips.activeBlipsis also not cleared, soupdateBlips()reuses disposed meshes that are no longer in the scene graph.Result: after a window resize, radar contacts stop rendering (or render with disposed geometry).
Expected: rebuild should either skip pooled blips, recreate the pool, or clear
activeBlipsand re-add unused pool meshes to the group.Found by Wave 8 a2 coverage tests.
Resolved in spikersoft-angular PR #819 (merged to
master). RadarHUD resize keeps the blip pool so contacts do not vanish. Closing.