for realizing custom rendering destinations. These objects are only deallocated by executing [page:WebGLRenderTarget.dispose]().
</p>
+ <h2>Skinned Mesh</h2>
+
+ <p>
+ Skinned meshes represent their bone hierarchy as skeletons. If you don't need a skinned mesh anymore, consider to call [page:Skeleton.dispose]() on the skeleton to free internal resources.
+ Keep in mind that skeletons can be shared across multiple skinned meshes, so only call `dispose()` if the skeleton is not used by other active skinned meshes.