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Description
Description of the problem
I'm using multiple PlaneBufferGeometry objects. I noticed when creating 10 + meshes based on this, with 255x255 segments, the memory usage can quickly jump to 100mb+.
The memory in use is mainly composed by the .array attribute in the various BufferAttributes. When running:
mesh.geometry.getAttribute("position").array = [];
mesh.geometry.getAttribute("normal").array = [];
mesh.geometry.getAttribute("uv").array = [];
For all meshes, everything still renders fine (and I can freely rotate, etc.). Memory in use drops back to 10mb. I have no intention of altering the geometries after initializing. It feels like a hack though;
- Is there a recommended way of freeing javascript memory after the attributes have been allocated in webgl?
- Does my workaround have any downsides? Am I missing something important here?
Three.js version
- Dev
- r82
- ...
Browser
- All of them
- Chrome
- Firefox
- Internet Explorer
OS
- All of them
- Windows
- Linux
- Android
- IOS
Hardware Requirements (graphics card, VR Device, ...)
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