### Increasing access This can help support larger p5 projects, in terms of resolution (e.g. for a 4K TV in a gallery) or just size of content, where currently you'll run into memory limitations that force projects to be smaller. ### Most appropriate sub-area of p5.js? - [ ] Accessibility - [ ] Color - [ ] Core/Environment/Rendering - [ ] Data - [ ] DOM - [ ] Events - [ ] Image - [ ] IO - [ ] Math - [ ] Typography - [ ] Utilities - [x] WebGL - [ ] Build process - [ ] Unit testing - [ ] Internationalization - [ ] Friendly errors - [ ] Other (specify if possible) ### Feature request details When you drawn an image or any other texture to the canvas in WebGL, [we create a new texture on the GPU.](https://github.com/processing/p5.js/blob/a19995f3011962e8f185fadeec5cbfbb51bd939c/src/webgl/p5.RendererGL.js#L2168-L2182) For most things, there is no way to clear this out to make room for more. The exception is `p5.Framebuffer`, where you can call `.remove()` on it, and it cleans up all its GPU resources, and `p5.Geometry`, which you can pass into `freeGeometry()` to clear its GPU resources. Ideally I'd like something similar to clear image GPU resources (which just means it might be a bit slower the next time you try to draw it), and possibly also an LRU cache that automatically can clear out least recently used GPU resources. (The latter is a little hard because it doesnt seem like there's a reliable way to get GPU memory limits? so manual management is probably fine, since this only comes up when a project has already become fairly advanced.)