Add missing dispose calls for webgl renderer tests

This commit is contained in:
Maximilian Krög
2022-02-06 22:02:05 +01:00
parent a86f0704f3
commit 700cdad1e2
7 changed files with 85 additions and 68 deletions

View File

@@ -50,6 +50,7 @@ describe('ol/layer/WebGLTile', function () {
afterEach(function () {
map.setTarget(null);
document.body.removeChild(target);
map.getLayers().forEach((layer) => layer.dispose());
});
describe('dispose()', () => {
@@ -63,7 +64,7 @@ describe('ol/layer/WebGLTile', function () {
it('creates fragment and vertex shaders', function () {
const compileShaderSpy = sinon.spy(WebGLHelper.prototype, 'compileShader');
const renderer = layer.createRenderer();
const renderer = layer.getRenderer();
const viewState = map.getView().getState();
const size = map.getSize();
const frameState = {
@@ -164,7 +165,7 @@ describe('ol/layer/WebGLTile', function () {
});
const compileShaderSpy = sinon.spy(WebGLHelper.prototype, 'compileShader');
const renderer = layer.createRenderer();
const renderer = layer.getRenderer();
const viewState = map.getView().getState();
const size = map.getSize();
const frameState = {
@@ -259,7 +260,7 @@ describe('ol/layer/WebGLTile', function () {
});
it('can be called before the layer is rendered', function () {
const layer = new WebGLTileLayer({
layer = new WebGLTileLayer({
style: {
variables: {
foo: 'bar',