title: Memory Deallocation of Dynamically Added Mesh Not Working
body: <p>I have a <strong>Mesh</strong> instance which uses a <strong>TubeGeometry</strong> for it's path.  When I make changes to the underlying curve which the <strong>TubeGeometry</strong> instance is based on, I am removing the mesh from the scene and then creating a new one.</p>
  
  <p>The scene updates fine, but the memory is exploding, which tells me I'm not deallocating the removed mesh correctly once it's off the scene.</p>
  
  <p>Here's the code I'm trying to use to deallocate:</p>
  
  <pre><code>$.each(parent.children, function (idx, obj) {
    parent.remove(obj);
    renderer.deallocateObject(obj);
    obj.deallocate();
  });
  </code></pre>
  
  <p>where <code>parent</code> is an <strong>Object3D</strong> that I place the <strong>Mesh</strong> in, and <code>renderer</code> is an instance of <strong>WebGLRenderer</strong>.</p>
  
  <p><em>Can anyone tell me what I'm doing wrong and how to do this correctly?</em></p>
  
  <p><a href="http://plnkr.co/edit/2pJcit?p=preview" rel="nofollow">Here's a <strong>Plunk</strong> with my currently example.</a> Relevant code is in the <strong>scene.js</strong> file, lines 76-86.  Take note that the example is using <strong>r53</strong>.</p>