memory test
dispose....
by Rebecca Chen
HTML
<div id="info">Memory test
</div>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/107/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js">
</script>
CSS
#info {
position: absolute;
top: 2%;
width: 100%;
padding: 10px;
text-align: center;
color: #ffff00
}
body {
overflow: hidden;
}
JavaScript
javascript:(function(){var script=document.createElement('script');script.onload=function(){var stats=new Stats();document.body.appendChild(stats.dom);requestAnimationFrame(function loop(){stats.update();requestAnimationFrame(loop)});};script.src='//mrdoob.github.io/stats.js/build/stats.min.js';document.head.appendChild(script);})()
// https://github.com/mrdoob/three.js/issues/5175
var scene, renderer, camera;
var mesh;
init();
animate();
function init() {
var width = window.innerWidth;
var height = window.innerHeight;
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(width, height);
renderer.setClearColor(0x888888);
document.body.appendChild(renderer.domElement);
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(45, width / height, 0.1, 10000);
camera.position.set(0, 32, 80);
camera.lookAt(new THREE.Vector3(0, 0, 0));
let controls = new THREE.OrbitControls(camera, renderer.domElement);
var gridXZ = new THREE.GridHelper(100, 10, 'red','white');
scene.add(gridXZ);
var pointLight = new THREE.PointLight(0xffffff);
pointLight.position.set(0, 300, 200);
scene.add(pointLight);
var ambientLight = new THREE.AmbientLight(0x111111);
scene.add(ambientLight);
mesh = new THREE.Mesh(new THREE.TorusKnotGeometry(10, 3, 100, 100),
new THREE.MeshLambertMaterial());
scene.add(mesh);
}
function animate() {
// clone is ok, only increment reference count
//var clone = mesh.clone();
scene.remove(mesh);
// mesh.geometry.dispose();
// mesh.material.dispose();
mesh = new THREE.Mesh(new THREE.TorusKnotGeometry(10, 3, 100, 100),
new THREE.MeshLambertMaterial());
mesh.position.x = -200 * Math.random() + 100;
mesh.position.z = -200 * Math.random() + 100;
scene.add(mesh);
requestAnimationFrame(animate);
renderer.render(scene, camera);
}