I'd imagine that texture handlers have a count or list of all objects that are using it, and that the texture isn't actually freed until there is no more references to it.
Like when you CopyEntity and free the original mesh. The mesh is still needed so won't actually get freed until no other entity needs it.
Just a guess.
Like when you CopyEntity and free the original mesh. The mesh is still needed so won't actually get freed until no other entity needs it.
Just a guess.