Comments (9)
It helped to me using "mesh.material.dispose()" and "mesh.geometry.dispose()" in all places where i remove objects from scene. Now I haven't any memory leaks in my project. Thanks!
from three.meshline.
How are you updating the geometry passed to setGeometry? Can i see the relevant piece of code?
from three.meshline.
for(var i = 0; i < 2; i++)
{
var circlesGeometry = new THREE.Geometry();
if( i == 0)
{
for(var j = 0; j < (cLength*(bSum*20 + 4))/360; j += cLength/360)
{
var v = new THREE.Vector3();
v.set( 300*Math.cos(j), 300*Math.sin(j), 0);
circlesGeometry.vertices.push(v);
}
}
else
{
for(var j = cLength/2; j < ((cLength*(bSum*20 + 4))/360 + cLength/2); j += cLength/360)
{
var v = new THREE.Vector3();
v.set( 300*Math.cos(j), 300*Math.sin(j), 0);
circlesGeometry.vertices.push(v);
}
}
var mesh = scene.getObjectByName("circleX" + i);
var curve_line = new MeshLine();
curve_line.setGeometry(circlesGeometry);
var new_mesh = new THREE.Mesh(curve_line.geometry, mesh.material);
scene.remove(mesh);
new_mesh.name = "circleX" + i;
scene.add(new_mesh);
new_mesh.position.z = -1900;
}
from three.meshline.
It's a part of function "draw" which called using 'requestAnimationFrame'.
from three.meshline.
scene.remove basically removes a child from its parent, but doesn't dispose of it.
THREE.MeshLine keeps its own internal THREE.BufferGeometry and resizes it accordingly. I think in your case you're not disposing of the original THREE.Geometry. Try calling .dispose() on circlesGeometry after .setGeometry and see if it helps with the leak.
from three.meshline.
Unfortunately, it doesn't work.
from three.meshline.
I have the same problem
from three.meshline.
I'm seeing a memory leak too. I'm spawning around 10 animated lines per second, and removing the lines when no longer required. The memory heap keeps growing and eventually crashes the app.
from three.meshline.
You need to do all three geometry.dispose()
, material.dispose()
and scene.remove
and there's no (at least from what I can notice) memory leak.
from three.meshline.
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from three.meshline.