WebGL内存泄漏



我知道有很多关于内存泄漏的话题,但我尝试了解决方案,它仍然不起作用。

我正在做这个例子

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  );

我添加了一些功能来改变纹理,当我点击一个按钮。问题是以前的纹理没有被删除,并且每个新纹理使用的内存增加。

当我点击按钮时,它会执行一个函数

materials = [loadTexture(myNewTexture1 ), loadTexture( myNewTexture2),loadTexture( myNewTexture3 ),loadTexture( myNewTexture4 ),loadTexture( myNewTexture5), loadTexture( myNewTexture6)];

myNewTexureK是随按钮变化的新图像文件。我更新了网格材料。

materialPano.materials=materials;
mesh.material=materialPano;

问题是我不知道如何删除以前的纹理。我尝试了很多这样的事情:

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;

这里是materials=[loadTexture(newTexture,...)];

我这样改变loadTexture函数:

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;
        }

但是它没有删除任何东西!在没有对示例进行任何修改的情况下,我注意到当我刷新页面时,内存也增加了,所以在示例中存在内存泄漏?

是否有一种方法可以真正删除纹理以避免内存泄漏?

非常感谢!

没人有解决办法吗?:(我把信息编辑得更精确。我有:

var mesh;
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 init(){
 //some initializations, create scene, webgl renderer, ...
 var materiales = [
loadTexture( '1.jpg' ), 
loadTexture( '2.jpg'),
loadTexture( '3.jpg' ),
loadTexture( '4.jpg' ),
loadTexture( '5.jpg'), 
loadTexture( '6.jpg' )
];
mesh = new THREE.Mesh( new THREE.CubeGeometry( 400, 400, 400, 7, 7, 7 ),new THREE.MeshFaceMaterial( materiales ) );
scene.add( mesh );
}

当我点击一个按钮时,我这样做:

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 );
}

问题是每次点击都会增加内存。只有代码,这是正常的,没有什么可以删除以前的网格材料。但是我尝试了很多东西,比如:

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);

记忆仍然在增加。我确切地说,我在Firefox v 17.0.1上工作。

尝试添加texture.deallocate()如果你使用的是r51 - r53

下面是我对http://mrdoob.github.com/three.js/examples/webgl_panorama_equirectangular.html

所做的修改

我从http://mrdoob.github.com/three.js/examples/canvas_geometry_panorama.html添加了loadTexture函数,这个按钮执行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>

我不知道如何和在哪里使用网格材料。材料[1]。Map =纹理;纹理。needsUpdate = true;就像你告诉我的。

谢谢!

让您久等了。您可以在这里测试代码:http://jodyj.com/test/有canvas版本和webgl版本。只需点击该按钮即可查看内存增加情况(例如在进程窗口中)。

对于canvas版本,内存泄漏出现在Firefox和Chrome上,而不是IE。对于webgl版本(不是IE), Firefox和Chrome有内存泄漏。我注释了代码,并指出哪一行创建泄漏(materialPano.materials=materialsT;).我在网格,材料上测试了函数deallocate,但它没有改变任何东西。

谢谢!

webgl版本问题解决。

添加:

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

在changeTexture函数中,就在materialsT=[loadTexture(…),…]之前。,

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

在loadTexture函数返回之前。

但是,canvas版本仍然存在泄漏

最新更新