Quick answer: Call the framework's dispose/destroy on textures and geometries when a level ends, or deleteTexture directly, and drop references so the GPU memory is reclaimed.
Your browser game runs fine at first but crashes or slows after several levels because GPU memory keeps climbing. WebGL textures are not freed automatically. Here is how to release them.
How to fix it
1. Explicitly dispose GPU resources
Garbage collecting the JS object does not free the underlying texture. Call the framework's dispose()/destroy() (or gl.deleteTexture) on every texture, buffer, and program you created for the level.
2. Tear down on level change
Walk the level's resources when it ends and dispose each one before loading the next. Reusing a single context across many levels without teardown is the most common WebGL memory leak.
3. Confirm with the memory tools
Use the browser's memory profiler and the WEBGL_debug extensions to watch GPU resource counts. If texture count only ever rises, a dispose call is missing on some code path.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every HTML5 error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.