Liberating resources using three.js

When I try to free memory in Three.js by using scene.remove(mesh) to remove a mesh, it appears that the memory used by JavaScript is not actually being released.

I am utilizing WebGLRenderer along with BufferGeometry for the mesh and Windows.

Answer №1

One potential issue to be mindful of is excessive memory usage in JavaScript.

Start by assigning primitive values to your objects.

mesh.geometry.dispose();
mesh.geometry = null; // or undefined .

// Using `delete` can also be effective, but may not be supported in older browsers 
// The delete keyword removes both the value of the property 
// and the property itself.
delete mesh.geometry 

Alternatively, you can try a workaround:

 mesh.geometry = VerySmallmesh.geometry  //refer to three.js for proper implementation if this code doesn't work
// attempt to manipulate memory allocation 

Make sure that this object is unique and not a duplicate. If it is a clone, make sure to delete it as well.

Update: Another tip is to use the slice method to clear arrays from objects in a forEach or for loop.

Answer №2

During my project work, I encountered a similar issue of not properly removing meshes from memory. To ensure the mesh is completely removed, consider implementing the following steps which worked effectively for me:

if (mesh) {
    scene.remove(mesh);
    mesh.geometry.dispose();
    mesh.material.dispose();                                    
    mesh = [];
}

For further insights and clarification on freeing memory in Three.js, explore this StackOverflow discussion: freeing memory in three.js

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