I have a large scene with a lot of Mesh and MorphAnimMesh. I want to free memory when the meshes are removed. If i know right this is the best way to do:
for ( v
Most likely, you need to add some, or all, of the following:
geometry.dispose();
material.dispose();
texture.dispose();
Check out these examples:
http://mrdoob.github.com/three.js/examples/webgl_test_memory.html
http://mrdoob.github.com/three.js/examples/webgl_test_memory2.html
three.js r.60
I did try all the dispose and deallocate methods but nothing worked.
Then I did the following for my ionic application which is using webgl renderer to render a 360 image.
this.renderer = new THREE.WebGLRenderer({ antialias: true });
RicohView.prototype.stopRendering = function () {
this.canRender = false;
this.renderer.forceContextLoss();
this.renderer.dispose();
console.log('renderer disposed');
cancelAnimationFrame(this.requestId);
}
requestId is something which can be captured from
this.requestId = requestAnimationFrame(render);