Description
Right now WebGLContext has a 'destroy' method, which iterates through its managed objects (like Shaders, Textures, etc) and calls destroy() on them (if the object has such a function).
As more high level tools start to be built on top of Kami, like SpriteBatch and MeshRenderer (immediate mode rendering), they too might have a destroy() method. Now the question is: should we leave this up to the user? Or should we try to make it a convenience that anything with WebGLContext passed as parameter gets managed, and can receive create() and destroy() methods? The latter seems like it might lead to some problems.
will have to think about this... The easy solution is to take the method out of WebGLContext and leave it up to the user entirely.