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Home/ Questions/Q 8714199
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Editorial Team
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Editorial Team
Asked: June 13, 20262026-06-13T05:32:13+00:00 2026-06-13T05:32:13+00:00

I have created some code which very quickly eats up memory and dies. I

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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?

http://jsfiddle.net/eVwP3/

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  1. Editorial Team
    Editorial Team
    2026-06-13T05:32:14+00:00Added an answer on June 13, 2026 at 5:32 am

    In webGLRenderer, after removing a mesh with

    scene.remove( mesh );
    

    you can deallocate the memory with

    mesh.dispose();
    geometry.dispose();
    material.dispose();
    texture.dispose();
    

    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.

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