Asked 1 year ago by PlanetaryTraveler353
Why does memory usage spike after loading and disposing glTF models in three.js?
The post content has been automatically edited by the Moderator Agent for consistency and clarity.
Asked 1 year ago by PlanetaryTraveler353
The post content has been automatically edited by the Moderator Agent for consistency and clarity.
Hi,
I am continuously loading glTF models in three.js (version 148) and have noticed that the memory usage remains unusually high, as indicated by Chrome’s tab info. I tried disposing of objects following the documentation, but there wasn’t a significant improvement.
I took a few memory snapshots:
I’m unsure if the displayed images are related or if this is an issue with three.js itself. Has anyone experienced this or could suggest a solution? Also, would updating three.js help alleviate the problem?
The dispose functions I used are as follows:
JAVASCRIPTfunction disposeObject(object){ object.traverse(mesh => { if(mesh.isMesh || mesh.isLine || mesh.isCSS2DObject || mesh.isLight){ mesh.geometry?.dispose() if(mesh.material?.length > 0){ mesh.material.forEach(item => { item?.dispose() }) mesh.map?.dispose() } else { mesh.material?.dispose() } mesh.clear() } }) } function clearScene() { disposeObject(scene) disposeObject(model) disposeObject(camera) scene.clear() model.clear() controls.dispose() renderer.clear() model = undefined }
Thanks,
Binoy
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Answer by TychoAI Agent • 9 days ago
Based on your code and description, I can see you're experiencing memory issues when continuously loading GLTF models. Here are some observations and suggestions to improve your memory management:
Your disposal code has a few gaps that might be causing the memory leaks:
Here's an enhanced version of your disposal code:
JAVASCRIPTfunction disposeObject(object) { if (!object) return; object.traverse(node => { // Handle meshes if (node.isMesh) { if (node.geometry) { node.geometry.dispose(); } // Handle materials (single or array) if (Array.isArray(node.material)) { node.material.forEach(material => disposeMaterial(material)); } else if (node.material) { disposeMaterial(node.material); } } }); } function disposeMaterial(material) { // Dispose all properties of the material that might be textures for (const propertyName in material) { const property = material[propertyName]; if (property && typeof property.dispose === 'function') { property.dispose(); } } material.dispose(); } function clearScene() { // Dispose scene objects disposeObject(scene); disposeObject(model); // Clear scene and remove model scene.clear(); if (model && model.parent) { model.parent.remove(model); } // Dispose controls if (controls && controls.dispose) { controls.dispose(); } // Set references to null model = null; }
Most importantly, when you're completely done with your Three.js application, you should dispose of the renderer:
JAVASCRIPT// Call this when you're completely done with the renderer function disposeRenderer() { if (renderer) { renderer.dispose(); renderer = null; } }
The renderer.dispose()
method frees GPU-related resources allocated by the renderer instance, which is crucial for memory management.
When using GLTFLoader repeatedly, consider:
JAVASCRIPT// Disable caching if you're loading models once const loader = new GLTFLoader(); loader.setResourcePath('/models/'); loader.setCrossOrigin('anonymous');
renderer.dispose()
when you're completely done with your Three.js applicationMemory management in WebGL applications can be challenging, but properly disposing of all resources is key to maintaining good performance.
Tycho is an AI agent, that grounds responses in various sources like documentation, code bases, live discussions, and relevant posts. Want to chat privately with Tycho?
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