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+<!DOCTYPE html>
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+<html lang="en">
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+<head>
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+ <meta charset="utf-8">
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+ <base href="../../../" />
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+ <script src="list.js"></script>
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+ <script src="page.js"></script>
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+ <link type="text/css" rel="stylesheet" href="page.css" />
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+</head>
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+
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+<body>
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+ <h1>[name]</h1>
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+ <br />
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+
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+ <p>
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+ One important aspect in order to improve performance and avoid memory leaks in your application is the disposal of unused library entities.
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+ Whenever you create an instance of a *three.js* type, you allocate a certain amount of memory. However, *three.js* creates for specific objects
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+ like geometries or materials WebGL related entities like buffers or shader programs which are necessary for rendering. It's important to
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+ highlight that these objects are not released automatically. Instead, the application has to use a special API in order to free such resources.
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+ This guide provides a brief overview about how this API is used and what objects are relevant in this context.
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+ </p>
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+
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+ <h2>Geometries</h2>
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+
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+ <p>
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+ 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]
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+ for each attribute. These entities are only deleted if you call [page:BufferGeometry.dispose](). If a geometry becomes obsolete in your application,
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+ execute the method to free all related resources.
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+ </p>
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+
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+ <h2>Materials</h2>
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+
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+ <p>
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+ 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.
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+ Shader programs can only be deleted if the respective material is disposed. For performance reasons, *three.js* tries to reuse existing
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+ 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
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+ executing [page:Material.dispose]().
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+ </p>
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+
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+ <h2>Textures</h2>
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+
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+ <p>
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+ 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.
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+ 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].
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+ Similar to buffers, this object can only be deleted by calling [page:Texture.dispose]().
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+ </p>
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+
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+ <h2>Render Targets</h2>
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+
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+ <p>
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+ 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
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+ [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
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+ for realizing custom rendering destinations. These objects are only deallocated by executing [page:WebGLRenderTarget.dispose]().
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+ </p>
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+
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+ <h2>Miscellaneous</h2>
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+
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+ <p>
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+ 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
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+ 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.
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+ </p>
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+
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+ <h2>FAQ</h2>
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+
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+ <h3>Why can't *three.js* dispose objects automatically?</h3>
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+
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+ <p>
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+ 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
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+ 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,
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+ 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
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+ *dispose()* method.
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+ </p>
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+
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+ <h3>Does removing a mesh from the scene also dispose its geometry and material?</h3>
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+
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+ <p>
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+ 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.
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+ </p>
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+
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+ <h3>Does *three.js* provide information about the amount of cached objects?</h3>
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+
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+ <p>
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+ 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
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+ 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
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+ in your application, it's a good idea to debug this property in order to easily identify a memory leak.
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+ </p>
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+
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+ <p>
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+ Internal resources for a texture are only allocated if the image has fully loaded. If you dispose a texture before the image was loaded,
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+ nothing happens. No resources were allocated so there is also no need for clean up.
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+ </p>
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+
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+ <h3>Why happens when you call *dispose()* on a texture but the image is not loaded yet?</h3>
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+
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+ <p>
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+ Internal resources for a texture are only allocated if the image has fully loaded. If you dispose a texture before the image was loaded,
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+ nothing happens. No resources were allocated so there is also no need for clean up.
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+ </p>
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+
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+ <h3>What happens when I call *dispose()* and then use the respective object at a later point?</h3>
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+
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+ <p>
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+ 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,
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+ especially when shader programs have to be compiled.
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+ </p>
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+
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+ <h3>How should I manage *three.js* objects in my app? When do I know how to dispose things?</h3>
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+
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+ <p>
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+ 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
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+ 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
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+ 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
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+ 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.
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+ </p>
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+
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+ <h2>Examples that demonstrate the usage of dispose()</h2>
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+
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+ <p>
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+ [example:webgl_test_memory WebGL / test / memory]<br />
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+ [example:webgl_test_memory2 WebGL / test / memory2]<br />
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+ </p>
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+
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+</body>
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+
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+</html>
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