I have created some code which very quickly eats up memory and dies.
I have whittled this down to the torus generation / removal sections of the code. I have checked that the length of the scene array and my torus array are shrunk as shapes are removed so they appear to be well managed, but I am not sure where the memory is leaking.
Any ideas?
In
webGLRenderer, after removing a mesh withyou can deallocate the memory with
See http://threejs.org/examples/webgl_test_memory.html and http://threejs.org/examples/webgl_test_memory2.html.
EDIT: updated to three.js r.69
P.S. Nice demo. You might want to consider creating a pool of objects and reusing them, rather than continually allocating and deallocating.