我正在使用OBJLoader.js。我有一个按钮,单击后会从场景中删除3d模型并添加一个新模型,但是每次加载该模型时,chrome中的内存使用量都会增加约50 MB,并且不会减少。我已经尝试过“dispose()”和null,但没有太多用处。每秒调用一个动画函数,该函数使用渲染器渲染场景。

function freeMemory(model) {
if (model instanceof THREE.Mesh) {
    var texMat = model.material;
    texMat.map.dispose();
    texMat.map = null;
    texMat.dispose();
    texMat = null;
    model.geometry.dispose();
    model.geometry = null;
    model = null;
 }
}

function loadModel() {
scene.remove(model);
freeMemory(model);
var loader = new THREE.OBJLoader();
loader.load('test3d.obj', function(object) {
    object.children[0].geometry.computeFaceNormals();
    geometry = object.children[0].geometry;
    console.log(geometry);
    geometry.dynamic = true;
    var modelTexture = THREE.ImageUtils.loadTexture("models/tex_0.jpg");
    object.traverse(function(child) {
        if (child instanceof THREE.Mesh) {
            child.material.map = modelTexture;
            model = child;
            model.scale.set(0.5, 0.5, 0.5);
            model.translateOnAxis(new THREE.Vector3(1, 0, 1).normalize(),
                    1.5);
            model.rotation.x = 0;
            model.rotation.y = 0;
            model.rotation.z = 0;
            modelInitialPositionX = model.position.x;
            modelInitialPositionY = model.position.y;
            modelInitialPositionZ = model.position.z;
            scene.add(model);
        }
    });
    modelTexture.dispose();
    modelTexture = null;
});
loader = null;
}

我有任何最佳实践,可以在单击按钮时添加和删除.obj和纹理。

最佳答案

尝试使用以下代码停止动画:

animate(){
    this.requestId = requestAnimationFrame(this.animate.bind(this));
    this.render();
}
render(){
    this.renderer.render(this.scene, this.camera);
}
stop(){
    window.cancelAnimationFrame(this.requestId);
}

关于three.js ObjLoader内存增加,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/21355901/

10-09 21:20