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Merge pull request #15719 from Mugen87/dev27

Documentation: Added "How to dispose of objects" guide
Mr.doob 6 ani în urmă
părinte
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28b6dc802c

+ 2 - 0
docs/list.js

@@ -22,6 +22,7 @@ var list = {
 
 			"Next Steps": {
 				"How to update things": "manual/en/introduction/How-to-update-things",
+				"How to dispose of objects": "manual/en/introduction/How-to-dispose-of-objects",
 				"How to create VR content": "manual/en/introduction/How-to-create-VR-content",
 				"Matrix transformations": "manual/en/introduction/Matrix-transformations",
 				"Animation system": "manual/en/introduction/Animation-system"
@@ -448,6 +449,7 @@ var list = {
 
 			"进阶": {
 				"如何更新场景": "manual/zh/introduction/How-to-update-things",
+				"How to dispose of objects": "manual/zh/introduction/How-to-dispose-of-objects",
 				"如何创建VR内容": "manual/zh/introduction/How-to-create-VR-content",
 				"矩阵变换": "manual/zh/introduction/Matrix-transformations",
 				"动画系统": "manual/zh/introduction/Animation-system"

+ 126 - 0
docs/manual/en/introduction/How-to-dispose-of-objects.html

@@ -0,0 +1,126 @@
+<!DOCTYPE html>
+<html lang="en">
+
+<head>
+	<meta charset="utf-8">
+	<base href="../../../" />
+	<script src="list.js"></script>
+	<script src="page.js"></script>
+	<link type="text/css" rel="stylesheet" href="page.css" />
+</head>
+
+<body>
+	<h1>[name]</h1>
+	<br />
+
+	<p>
+		One important aspect in order to improve performance and avoid memory leaks in your application is the disposal of unused library entities.
+		Whenever you create an instance of a *three.js* type, you allocate a certain amount of memory. However, *three.js* creates for specific objects
+		like geometries or materials WebGL related entities like buffers or shader programs which are necessary for rendering. It's important to
+		highlight that these objects are not released automatically. Instead, the application has to use a special API in order to free such resources.
+		This guide provides a brief overview about how this API is used and what objects are relevant in this context.
+	</p>
+
+	<h2>Geometries</h2>
+
+	<p>
+		A geometry usually represents vertex information defined as a collection of attributes. *three.js* internally creates an object of type [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLBuffer WebGLBuffer]
+		for each attribute. These entities are only deleted if you call [page:BufferGeometry.dispose](). If a geometry becomes obsolete in your application,
+		execute the method to free all related resources.
+	</p>
+
+	<h2>Materials</h2>
+
+	<p>
+		A material defines how objects are rendered. *three.js* uses the information of a material definition in order to construct a shader program for rendering.
+		Shader programs can only be deleted if the respective material is disposed. For performance reasons, *three.js* tries to reuse existing
+		shader programs if possible. So a shader program is only deleted if all related materials are disposed. You can indicate the disposal of a material by
+		executing [page:Material.dispose]().
+	</p>
+
+	<h2>Textures</h2>
+
+	<p>
+		The disposal of a material has no effect on textures. They are handled separately since a single texture can be used by multiple materials at the same time.
+		Whenever you create an instance of [page:Texture], three.js internally creates an instance of [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLTexture WebGLTexture].
+		Similar to buffers, this object can only be deleted by calling [page:Texture.dispose]().
+	</p>
+
+	<h2>Render Targets</h2>
+
+	<p>
+		Objects of type [page:WebGLRenderTarget] not only allocate an instance of [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLTexture WebGLTexture] but also
+		[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLFramebuffer WebGLFramebuffer]s and [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderbuffer WebGLRenderbuffer]s
+		for realizing custom rendering destinations. These objects are only deallocated by executing [page:WebGLRenderTarget.dispose]().
+	</p>
+
+	<h2>Miscellaneous</h2>
+
+	<p>
+		There are other classes from the examples directory like controls or post processing passes which provide *dispose()* methods in order to remove internal event listeners
+		or render targets. In general, it's recommended to check the API or documentation of a class and watch for *dispose()*. If present, you should use it when cleaning things up.
+	</p>
+
+	<h2>FAQ</h2>
+
+	<h3>Why can't *three.js* dispose objects automatically?</h3>
+
+	<p>
+		This question was asked many times by the community so it's important to clarify this matter. Fact is that *three.js* does not know the lifetime or scope
+		of user-created entities like geometries or materials. This is the responsibility of the application. For example even if a material is currently not used for rendering,
+		it might base necessary for the next frame. So if the application decides that a certain object can be deleted, it has to	notify the engine via calling the respective
+		*dispose()* method.
+	</p>
+
+	<h3>Does removing a mesh from the scene also dispose its geometry and material?</h3>
+
+	<p>
+		No, you have to explicitly dispose the geometry and material via *dispose()*. Keep in mind that geometries and materials can be shared among 3D objects like meshes.
+	</p>
+
+	<h3>Does *three.js* provide information about the amount of cached objects?</h3>
+
+	<p>
+		Yes. It's possible to evaluate [page:WebGLRenderer.info], a special property of the renderer with a series of statistical information about the graphics board memory
+		and the rendering process. Among other things, it tells you have many textures, geometries and shader programs are internally stored. If you notice performance problems
+		in your application, it's a good idea to debug this property in order to easily identify a memory leak.
+	</p>
+
+	<p>
+		Internal resources for a texture are only allocated if the image has fully loaded. If you dispose a texture before the image was loaded,
+		nothing happens. No resources were allocated so there is also no need for clean up.
+	</p>
+
+	<h3>Why happens when you call *dispose()* on a texture but the image is not loaded yet?</h3>
+
+	<p>
+		Internal resources for a texture are only allocated if the image has fully loaded. If you dispose a texture before the image was loaded,
+		nothing happens. No resources were allocated so there is also no need for clean up.
+	</p>
+
+	<h3>What happens when I call *dispose()* and then use the respective object at a later point?</h3>
+
+	<p>
+		The deleted internal resources will be created again by the engine. So no runtime error will occur but you might notice a negative performance impact for the current frame,
+		especially when shader programs have to be compiled.
+	</p>
+
+	<h3>How should I manage *three.js* objects in my app? When do I know how to dispose things?</h3>
+
+	<p>
+		In general, there is no definite recommendation for this. It highly depends on the specific use case when calling *dispose()* is appropriate. It's important to highlight that
+		it's not always necessary to dispose objects all the time. A good example for this is a game which consists of multiple levels. A good place for object disposal is when
+		switching the level. The app could traverse through the old scene and dispose all obsolete materials, geometries and textures. As mentioned in the previous section, it does not
+		produce a runtime error if you dispose an object that is actually still in use. The worst thing that can happen is performance drop for a single frame.
+	</p>
+
+	<h2>Examples that demonstrate the usage of dispose()</h2>
+
+	<p>
+		[example:webgl_test_memory WebGL / test / memory]<br />
+		[example:webgl_test_memory2 WebGL / test / memory2]<br />
+	</p>
+
+</body>
+
+</html>

+ 20 - 0
docs/manual/zh/introduction/How-to-dispose-of-objects.html

@@ -0,0 +1,20 @@
+<!DOCTYPE html>
+<html lang="en">
+
+<head>
+	<meta charset="utf-8">
+	<base href="../../../" />
+	<script src="list.js"></script>
+	<script src="page.js"></script>
+	<link type="text/css" rel="stylesheet" href="page.css" />
+</head>
+
+<body>
+	<h1>[name]</h1>
+	<br />
+
+	TODO
+
+</body>
+
+</html>