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.
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.
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.
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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