Three js memory management
javascript, memory-management, three.js
Solution
Most likely, you need to add some, or all, of the following:
geometry.dispose();
material.dispose();
texture.dispose();
Check out these examples:
http://mrdoob.github.com/three.js/examples/webgl_test_memory.html
http://mrdoob.github.com/three.js/examples/webgl_test_memory2.html
three.js r.60
Problem
I have a large scene with a lot of Mesh and MorphAnimMesh. I want to free memory when the meshes are removed. If i know right this is the best way to do: ``` for ( var i = scene.children.length - 1; i >= 0 ; i -- ) { var obj = scene.children[i]; scene.remove(obj); obj.deallocate(); obj.geometry.deallocate(); obj.material.deallocate(); obj.material.map.deallocate(); } ``` if i check the memory usage at task manager after this, nothing changes. ( tried to wait a few min for GC but nothing. ) Google Chrome memory snapshot shows the objects still there. morphTargets in THREE.Geometry @1862203 etc. Tried to set the obj to null, but still no memory decrease. Any idea what am i doing wrong? Its a game with levels and the player can change from one to another. After a few change memory usage increases to really high. Thats why i want to remove all object from memory before the level change.