Memory leaks WebGL内存泄漏

Memory leaks WebGL内存泄漏,memory-leaks,textures,webgl,three.js,Memory Leaks,Textures,Webgl,Three.js,我知道有很多关于内存泄漏的话题,但我尝试了解决方案,但仍然不起作用 我正在做这个 所以我有 materialPano=new THREE.MeshFaceMaterial( materials ); materialPano.needsUpdate=true; mesh = new THREE.Mesh( new THREE.CubeGeometry( 400, 400, 400, 7, 7, 7 ), materialPano ); 我正在添加一些功能,以便在单击按钮时更改纹理。 问题在于

我知道有很多关于内存泄漏的话题,但我尝试了解决方案,但仍然不起作用

我正在做这个

所以我有

materialPano=new THREE.MeshFaceMaterial( materials );
materialPano.needsUpdate=true;
mesh = new THREE.Mesh( new THREE.CubeGeometry( 400, 400, 400, 7, 7, 7 ), materialPano  );
我正在添加一些功能,以便在单击按钮时更改纹理。 问题在于,以前的纹理不会被删除,并且在每个新纹理上使用的内存都会增加

因此,当我单击按钮时,它会执行一个函数,该函数执行以下操作:

materials = [loadTexture(myNewTexture1 ), loadTexture( myNewTexture2),loadTexture( myNewTexture3 ),loadTexture( myNewTexture4 ),loadTexture( myNewTexture5), loadTexture( myNewTexture6)];
myNewTexureK
是一个新的图像文件,它随按钮的变化而变化。我更新了网格材质

materialPano.materials=materials;
mesh.material=materialPano;
问题是我不知道如何删除上一个纹理。我尝试过很多类似的事情:

for(var k=0;k<materials.length;k++){
    materials[k].deallocate();
    scene.remove(materials[k]);
    renderer.deallocateTexture(materials[k]);
    renderer.deallocateMaterial(materials[k]);
    renderer.deallocateObject(materials[k]);
    delete materials[k];
    materials[k]=null;
}
renderer.deallocateMaterial(materials);
renderer.deallocateObject(materials);
delete materials;
materials=null;
function loadTexture( path ) {

            var texture = new THREE.Texture( texture_placeholder );
            var material = new THREE.MeshBasicMaterial( { map: texture, overdraw: true } );

            var image = new Image();
            image.onload = function () {

                texture.needsUpdate = true;
                material.map.image = this;

                render();
            };

            image.src = path;

            texture.deallocate();//new line
            renderer.deallocateTexture( texture );//new line

            return material;

        }
但它不会删除任何内容! 在没有对进行任何修改的情况下,我注意到当我刷新页面时,内存也会增加,所以示例中存在内存泄漏

有没有办法真正删除纹理以避免内存泄漏

非常感谢

没有人有解决办法( 我编辑这封信是为了更准确。 我有:

当我点击按钮时,我会:

updateTexture(){

 var materiales = [
loadTexture( 'new1.jpg' ), 
loadTexture( 'new2.jpg'),
loadTexture( 'new3.jpg' ),
loadTexture( 'new4.jpg' ),
loadTexture( 'new5.jpg'), 
loadTexture( 'new6.jpg' )
];

 mesh.material=new THREE.MeshFaceMaterial( materiales );
}
问题是每次单击时内存都会增加。仅使用该代码,这是正常的,不会删除以前的mesh.material。但我尝试了很多方法,如:

mesh.deallocate(mesh.material);
mesh.geometry.deallocate(mesh.material);
scene.deallocate(mesh.material);
renderer.deallocateMaterial(mesh.material);
renderer.deallocateTexture(mesh.material);
renderer.deallocateObject(mesh.material);
scene.remove(mesh.material);

内存仍然在增加。我确定我使用的是Firefox v 17.0.1。Chrome上也出现了漏洞。

尝试添加纹理。如果您使用的是r51-r53,请尝试添加纹理。如果您使用的是r51-r53,请尝试添加纹理

我从中添加了loadTexture函数,该按钮用于执行changeTexture()函数

<!DOCTYPE html>

<head>
<title>three.js webgl - equirectangular panorama demo</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
    body {
        background-color: #000000;
        margin: 0px;
        overflow: hidden;
    }

    #info {
        position: absolute;
        top: 0px; width: 100%;
        color: #ffffff;
        padding: 5px;
        font-family:Monospace;
        font-size:13px;
        font-weight: bold;
        text-align:center;
    }

    a {
        color: #ffffff;
    }
</style>
</head>
<body>

<div id="container"></div>
<div id="info"><a href="http://threejs.org" target="_blank">three.js webgl</a> - equirectangular panorama demo. photo by <a href="http://www.flickr.com/photos/jonragnarsson/2294472375/" target="_blank">Jón Ragnarsson</a>.<input id="changeTexture" type="button" value="Memory leak test" onclick="changeTexture();"> </div>

<script src="./build/three.min.js"></script>

<script>

    var idTexture='id1';

    var camera, scene, renderer;

    var fov = 70,
    texture_placeholder,
    isUserInteracting = false,
    onMouseDownMouseX = 0, onMouseDownMouseY = 0,
    lon = 0, onMouseDownLon = 0,
    lat = 0, onMouseDownLat = 0,
    phi = 0, theta = 0;

    var materialsT, materialPano;

    init();
    animate();

    function init() {

        var container, mesh;

        container = document.getElementById( 'container' );

        camera = new THREE.PerspectiveCamera( fov, window.innerWidth / window.innerHeight, 1, 1100 );
        camera.target = new THREE.Vector3( 0, 0, 0 );

        scene = new THREE.Scene();

        renderer = new THREE.WebGLRenderer();
        renderer.setSize( window.innerWidth, window.innerHeight );

        //put here your 6 textures, one per face. Of course, you can use the same texture for all the faces
        materialsT = [
            loadTexture( idTexture+'.jpg' ), 
            loadTexture( idTexture+'.jpg' ),
            loadTexture( idTexture+'.jpg'  ),
            loadTexture(idTexture+'.jpg' ),
            loadTexture( idTexture+'.jpg' ), 
            loadTexture( idTexture+'.jpg' )
        ];

        materialPano=new THREE.MeshFaceMaterial( materialsT );
        mesh = new THREE.Mesh( new THREE.CubeGeometry( 256, 256, 256, 7, 7, 7 ),materialPano );
        mesh.scale.x = -1;
        scene.add( mesh );


        container.appendChild( renderer.domElement );

        document.addEventListener( 'mousedown', onDocumentMouseDown, false );
        document.addEventListener( 'mousemove', onDocumentMouseMove, false );
        document.addEventListener( 'mouseup', onDocumentMouseUp, false );
        document.addEventListener( 'mousewheel', onDocumentMouseWheel, false );
        document.addEventListener( 'DOMMouseScroll', onDocumentMouseWheel, false);

        window.addEventListener( 'resize', onWindowResize, false );

    }

    function loadTexture( path ) {

        var texture = new THREE.Texture( texture_placeholder );
        var material = new THREE.MeshBasicMaterial( { map: texture, overdraw: true } );

        var image = new Image();
        image.onload = function () {

            texture.needsUpdate = true;
            material.map.image = this;

            render();

        };
        image.src = path;

        texture.deallocate();
        renderer.deallocateTexture( texture );

        return material;

    }

    function changeTexture(){

        idCourant=(idTexture=='id1')?'id2':'id1';

        //you can use the same texture, there is still the memory leak
        materialsT = [
            loadTexture( idTexture+'.jpg' ), 
            loadTexture( idTexture+'.jpg'),
            loadTexture( idTexture+'.jpg' ),
            loadTexture( idTexture+'.jpg' ),
            loadTexture( idTexture+'.jpg'), 
            loadTexture( idTexture+'.jpg' )
        ];

        materialPano.materials=materialsT;//without this line, I don't have memory leak but I can't change the texture. So it means that loadTexture doesn't have memory leak since the memory doesn't increase when I click on the button with only materialsT=[loadTexture(...),...] in the changeTexture() function.

        //I try with the following (put before materialPano.materials=materialsT; of course) to deallocate materialPano but it doesn't do anything
        /*
        renderer.deallocateTexture(materialPano.materials);
        renderer.deallocateMaterial(materialPano.materials);
        renderer.deallocateObject(materialPano.materials);

        renderer.deallocateTexture(materialPano);
        renderer.deallocateMaterial(materialPano);
        renderer.deallocateObject(materialPano);
        //*/

    }

    function onWindowResize() {

        camera.aspect = window.innerWidth / window.innerHeight;
        camera.updateProjectionMatrix();

        renderer.setSize( window.innerWidth, window.innerHeight );

    }

    function onDocumentMouseDown( event ) {

        event.preventDefault();

        isUserInteracting = true;

        onPointerDownPointerX = event.clientX;
        onPointerDownPointerY = event.clientY;

        onPointerDownLon = lon;
        onPointerDownLat = lat;

    }

    function onDocumentMouseMove( event ) {

        if ( isUserInteracting ) {

            lon = ( onPointerDownPointerX - event.clientX ) * 0.1 + onPointerDownLon;
            lat = ( event.clientY - onPointerDownPointerY ) * 0.1 + onPointerDownLat;

        }
    }

    function onDocumentMouseUp( event ) {

        isUserInteracting = false;

    }

    function onDocumentMouseWheel( event ) {

        // WebKit

        if ( event.wheelDeltaY ) {

            fov -= event.wheelDeltaY * 0.05;

        // Opera / Explorer 9

        } else if ( event.wheelDelta ) {

            fov -= event.wheelDelta * 0.05;

        // Firefox

        } else if ( event.detail ) {

            fov += event.detail * 1.0;

        }

        camera.projectionMatrix.makePerspective( fov, window.innerWidth / window.innerHeight, 1, 1100 );
        render();

    }

    function animate() {

        requestAnimationFrame( animate );
        render();

    }

    function render() {

        lat = Math.max( - 85, Math.min( 85, lat ) );
        phi = ( 90 - lat ) * Math.PI / 180;
        theta = lon * Math.PI / 180;

        camera.target.x = 500 * Math.sin( phi ) * Math.cos( theta );
        camera.target.y = 500 * Math.cos( phi );
        camera.target.z = 500 * Math.sin( phi ) * Math.sin( theta );

        camera.lookAt( camera.target );

        renderer.render( scene, camera );

    }

</script>
</body>

three.js webgl-等矩形全景演示
身体{
背景色:#000000;
边际:0px;
溢出:隐藏;
}
#信息{
位置:绝对位置;
顶部:0px;宽度:100%;
颜色:#ffffff;
填充物:5px;
字体系列:Monospace;
字体大小:13px;
字体大小:粗体;
文本对齐:居中;
}
a{
颜色:#ffffff;
}
-等矩形全景演示。照片由。
var idTexture='id1';
摄像机、场景、渲染器;
var fov=70,
纹理占位符,
isUserInteracting=false,
onMouseDownMouseX=0,onMouseDownMouseY=0,
lon=0,onMouseDownLon=0,
lat=0,onMouseDownLat=0,
φ=0,θ=0;
var materialsT、materialPano;
init();
制作动画();
函数init(){
var容器,网状;
container=document.getElementById('container');
摄像机=新的三个透视摄像机(视野,视窗内宽/视窗内高,11100);
camera.target=新的三个矢量3(0,0,0);
场景=新的三个。场景();
renderer=new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth、window.innerHeight);
//把你的6个纹理放在这里,每个面一个。当然,你可以对所有的面使用相同的纹理
材料ST=[
loadTexture(idTexture+'.jpg'),
loadTexture(idTexture+'.jpg'),
loadTexture(idTexture+'.jpg'),
loadTexture(idTexture+'.jpg'),
loadTexture(idTexture+'.jpg'),
loadTexture(idTexture+'.jpg')
];
materialPano=新的三个网格面材料(materialsT);
网格=新三网格(新三网格体积法(256、256、256、7、7、7)、materialPano);
mesh.scale.x=-1;
场景。添加(网格);
container.appendChild(renderer.doElement);
文件。添加的文件列表('mousedown',onDocumentMouseDown,false);
document.addEventListener('mousemove',onDocumentMouseMove,false);
文件。添加的列表器('mouseup',onDocumentMouseUp,false);
文件。添加的文件列表器('mouseweel',OnDocumentMouseweel,false);
文档.添加的列表器('DOMMouseScroll',onDocumentMouseWheel,false);
addEventListener('resize',onWindowResize,false);
}
函数loadTexture(路径){
var纹理=新的三个纹理(纹理占位符);
var material=new THREE.MeshBasicMaterial({map:texture,overdraw:true});
var image=新图像();
image.onload=函数(){
texture.needsUpdate=true;
material.map.image=这个;
render();
};
image.src=路径;
texture.deallocate();
deallocateTexture(纹理);
退料;
}
函数changeTexture(){
idCourant=(idTexture='id1')?'id2':'id1';
//你可以使用相同的纹理,仍然存在内存泄漏
材料ST=[
loadTexture(idTexture+'.jpg'),
loadTexture(idTexture+'.jpg'),
loadTexture(idTexture+'.jpg'),
loadTexture(idTexture+'.jpg'),
loadTexture(idTexture+'.jpg'),
loadTexture(idTexture+'.jpg')
];
materialPano.materials=materialsT;//没有这一行,我没有内存泄漏,但我无法更改纹理。因此,这意味着loadTexture没有内存泄漏,因为当我在changeTexture()函数中仅使用materialsT=[loadTexture(…),…]单击按钮时,内存不会增加。
//我尝试使用以下方法(放在materialPano.materials=materialsT;当然)来释放materialPano,但它没有任何作用
/*
渲染器.deallocateTexture(materialPano.materials);
渲染器.deallocateMaterial(materialPano.materials);
renderer.deallocateObject(materialPano.materials);
渲染器.deallocateTexture(materialPano);
2.deallocateMaterial(materialPano);
deallocateObject(materialPano);
//*/
}
函数onWindowResize(){
camera.aspect=window.innerWidth/window.innerHeight;
camera.updateProjectMatrix();
renderer.setSize(window.innerWidth、window.innerHeight);
<!DOCTYPE html>

<head>
<title>three.js webgl - equirectangular panorama demo</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
    body {
        background-color: #000000;
        margin: 0px;
        overflow: hidden;
    }

    #info {
        position: absolute;
        top: 0px; width: 100%;
        color: #ffffff;
        padding: 5px;
        font-family:Monospace;
        font-size:13px;
        font-weight: bold;
        text-align:center;
    }

    a {
        color: #ffffff;
    }
</style>
</head>
<body>

<div id="container"></div>
<div id="info"><a href="http://threejs.org" target="_blank">three.js webgl</a> - equirectangular panorama demo. photo by <a href="http://www.flickr.com/photos/jonragnarsson/2294472375/" target="_blank">Jón Ragnarsson</a>.<input id="changeTexture" type="button" value="Memory leak test" onclick="changeTexture();"> </div>

<script src="./build/three.min.js"></script>

<script>

    var idTexture='id1';

    var camera, scene, renderer;

    var fov = 70,
    texture_placeholder,
    isUserInteracting = false,
    onMouseDownMouseX = 0, onMouseDownMouseY = 0,
    lon = 0, onMouseDownLon = 0,
    lat = 0, onMouseDownLat = 0,
    phi = 0, theta = 0;

    var materialsT, materialPano;

    init();
    animate();

    function init() {

        var container, mesh;

        container = document.getElementById( 'container' );

        camera = new THREE.PerspectiveCamera( fov, window.innerWidth / window.innerHeight, 1, 1100 );
        camera.target = new THREE.Vector3( 0, 0, 0 );

        scene = new THREE.Scene();

        renderer = new THREE.WebGLRenderer();
        renderer.setSize( window.innerWidth, window.innerHeight );

        //put here your 6 textures, one per face. Of course, you can use the same texture for all the faces
        materialsT = [
            loadTexture( idTexture+'.jpg' ), 
            loadTexture( idTexture+'.jpg' ),
            loadTexture( idTexture+'.jpg'  ),
            loadTexture(idTexture+'.jpg' ),
            loadTexture( idTexture+'.jpg' ), 
            loadTexture( idTexture+'.jpg' )
        ];

        materialPano=new THREE.MeshFaceMaterial( materialsT );
        mesh = new THREE.Mesh( new THREE.CubeGeometry( 256, 256, 256, 7, 7, 7 ),materialPano );
        mesh.scale.x = -1;
        scene.add( mesh );


        container.appendChild( renderer.domElement );

        document.addEventListener( 'mousedown', onDocumentMouseDown, false );
        document.addEventListener( 'mousemove', onDocumentMouseMove, false );
        document.addEventListener( 'mouseup', onDocumentMouseUp, false );
        document.addEventListener( 'mousewheel', onDocumentMouseWheel, false );
        document.addEventListener( 'DOMMouseScroll', onDocumentMouseWheel, false);

        window.addEventListener( 'resize', onWindowResize, false );

    }

    function loadTexture( path ) {

        var texture = new THREE.Texture( texture_placeholder );
        var material = new THREE.MeshBasicMaterial( { map: texture, overdraw: true } );

        var image = new Image();
        image.onload = function () {

            texture.needsUpdate = true;
            material.map.image = this;

            render();

        };
        image.src = path;

        texture.deallocate();
        renderer.deallocateTexture( texture );

        return material;

    }

    function changeTexture(){

        idCourant=(idTexture=='id1')?'id2':'id1';

        //you can use the same texture, there is still the memory leak
        materialsT = [
            loadTexture( idTexture+'.jpg' ), 
            loadTexture( idTexture+'.jpg'),
            loadTexture( idTexture+'.jpg' ),
            loadTexture( idTexture+'.jpg' ),
            loadTexture( idTexture+'.jpg'), 
            loadTexture( idTexture+'.jpg' )
        ];

        materialPano.materials=materialsT;//without this line, I don't have memory leak but I can't change the texture. So it means that loadTexture doesn't have memory leak since the memory doesn't increase when I click on the button with only materialsT=[loadTexture(...),...] in the changeTexture() function.

        //I try with the following (put before materialPano.materials=materialsT; of course) to deallocate materialPano but it doesn't do anything
        /*
        renderer.deallocateTexture(materialPano.materials);
        renderer.deallocateMaterial(materialPano.materials);
        renderer.deallocateObject(materialPano.materials);

        renderer.deallocateTexture(materialPano);
        renderer.deallocateMaterial(materialPano);
        renderer.deallocateObject(materialPano);
        //*/

    }

    function onWindowResize() {

        camera.aspect = window.innerWidth / window.innerHeight;
        camera.updateProjectionMatrix();

        renderer.setSize( window.innerWidth, window.innerHeight );

    }

    function onDocumentMouseDown( event ) {

        event.preventDefault();

        isUserInteracting = true;

        onPointerDownPointerX = event.clientX;
        onPointerDownPointerY = event.clientY;

        onPointerDownLon = lon;
        onPointerDownLat = lat;

    }

    function onDocumentMouseMove( event ) {

        if ( isUserInteracting ) {

            lon = ( onPointerDownPointerX - event.clientX ) * 0.1 + onPointerDownLon;
            lat = ( event.clientY - onPointerDownPointerY ) * 0.1 + onPointerDownLat;

        }
    }

    function onDocumentMouseUp( event ) {

        isUserInteracting = false;

    }

    function onDocumentMouseWheel( event ) {

        // WebKit

        if ( event.wheelDeltaY ) {

            fov -= event.wheelDeltaY * 0.05;

        // Opera / Explorer 9

        } else if ( event.wheelDelta ) {

            fov -= event.wheelDelta * 0.05;

        // Firefox

        } else if ( event.detail ) {

            fov += event.detail * 1.0;

        }

        camera.projectionMatrix.makePerspective( fov, window.innerWidth / window.innerHeight, 1, 1100 );
        render();

    }

    function animate() {

        requestAnimationFrame( animate );
        render();

    }

    function render() {

        lat = Math.max( - 85, Math.min( 85, lat ) );
        phi = ( 90 - lat ) * Math.PI / 180;
        theta = lon * Math.PI / 180;

        camera.target.x = 500 * Math.sin( phi ) * Math.cos( theta );
        camera.target.y = 500 * Math.cos( phi );
        camera.target.z = 500 * Math.sin( phi ) * Math.sin( theta );

        camera.lookAt( camera.target );

        renderer.render( scene, camera );

    }

</script>
</body>
for(var k=0;k<materialsT.length;k++){
    renderer.deallocateTexture(materialsT[k].map);
    renderer.deallocateTexture(materialsT[k]);
    materialsT[k].deallocate();
    materialsT[k].map.deallocate();
}
texture.deallocate();
renderer.deallocateTexture( texture );