I have encountered a VRAM memory leak in my app.
The app adds and removes THREE.Geometry
very often to create a volumetric animation.
If instead of a THREE.Geometry
with it's own populated vertices, I used instead THREE.SphereBufferGeometry
, the memory leak doesn't happen.
I have created a minimal app to prove this memory leak is real. The memory leak increase VRAM memory very slowly, but it does fill up in the end. I think that pools won't help, since it's VRAM and not managed memory. I do use dispose.
If you can make this sample work and not have memory leak, that might solve my issue:
https://jsfiddle.net/4a7ksryd/16/
Edit: I am adding here the code of the app:
var camera, scene, renderer;
var geometry, material, mesh;
var lastSphere;
var lastGeo;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 10 );
camera.position.z = 1;
scene = new THREE.Scene();
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
var light = new THREE.DirectionalLight( 0xffffff, 1, 100 );
light.position.set( 0, 4, 0 ); //default; light shining from top
light.castShadow = true; // default false
//Set up shadow properties for the light
light.shadow.mapSize.width = 1024; // default
light.shadow.mapSize.height = 1024; // default
light.shadow.camera.near = 1; // default
light.shadow.camera.far = 20; // default
scene.add( light );
//Create a sphere that cast shadows (but does not receive them)
geometry = new THREE.SphereBufferGeometry( 0.1, 32, 32 );
material = new THREE.MeshStandardMaterial( { color: 0xff0000 } );
// geometry = new THREE.BoxGeometry( 0.2, 0.2, 0.2 );
// material = new THREE.MeshNormalMaterial();
mesh = new THREE.Mesh( geometry, material );
mesh.position.y = 0.1;
mesh.castShadows = true;
mesh.receiveShadow = false;
scene.add( mesh );
var planeGeometry = new THREE.PlaneBufferGeometry( 15, 15, 1, 1 );
var planeMaterial = new THREE.MeshStandardMaterial( { color: 0xffffff, emissive:0x111111 } )
var plane = new THREE.Mesh( planeGeometry, planeMaterial );
plane.position.y = -0.2;
plane.rotation.x = -Math.PI / 2;
plane.receiveShadow = true;
scene.add( plane );
document.body.appendChild( renderer.domElement );
}
function animate() {
requestAnimationFrame( animate );
mesh.rotation.x += 0.01;
mesh.rotation.y += 0.02;
var dim = 32;
var geo1 = new THREE.Geometry();
const numVertices = dim*dim;
var vertices = new Array(numVertices);
for (var i=0; i<vertices.length; i++)
{
const x = i%dim;
const y = (Math.floor(i/dim))%dim;
vertices[i] = new THREE.Vector3(x*0.1, y*0.1, 0);
}
const numFaces = (dim-1)*(dim-1)*2;
var faces = new Array(numFaces);
for (var i=0; i<(faces.length/2); i++)
{
const x = i%(dim-1);
const y = Math.floor(i/(dim-1))%(dim-1);
faces[2*i] = new THREE.Face3(x+y*dim, x+1+y*dim, x+(y+1)*dim);
faces[2*i+1] = new THREE.Face3(x+1+y*dim, x+1+(y+1)*dim, x+(y+1)*dim);
}
var uv = new Array(numFaces);
for (var i=0; i<uv.length; i++)
uv[i] = [new THREE.Vector2(0, 0), new THREE.Vector2(0, 0), new THREE.Vector2(0, 0)];
geo1.faces = faces;
geo1.vertices = vertices;
geo1.faceVertexUvs[0] = uv;
geo1.uvsNeedUpdate = true;
geo1.verticesNeedUpdate = true;
geo1.elementsNeedUpdate = true;
// var sphereGeometry = new THREE.SphereBufferGeometry( 0.1, 256, 256 );
var sphereGeometry = geo1;
var sphereMaterial = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
var sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
sphere.position.y = 0.1+Math.sin(mesh.rotation.x)*0.1;
sphere.position.x = 0.5;
sphere.castShadow = true; //default is false
sphere.receiveShadow = false; //default
if (lastGeo!=null)
lastGeo.dispose();
if (lastSphere!=null)
scene.remove(lastSphere);
scene.add( sphere );
lastSphere = sphere;
lastGeo = sphereGeometry;
// geo1.dispose();
renderer.render( scene, camera );
}
This is actually a bug in three.js
. I've filed a PR to fix the issue: