<!DOCTYPE html> <html lang="en"> <head> <title>three.js - webgl memory test II</title> <meta charset="utf-8"> <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"> <link type="text/css" rel="stylesheet" href="main.css"> <style> body { background-color: #fff; color: #000; } a { color: #08f; } </style> </head> <body> <div id="info"> <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - memory test II </div> <script type="x-shader/x-fragment" id="fragmentShader"> void main() { if ( mod ( gl_FragCoord.x, 4.0001 ) < 1.0 || mod ( gl_FragCoord.y, 4.0001 ) < 1.0 ) gl_FragColor = vec4( XXX, 1.0 ); else gl_FragColor = vec4( 1.0 ); } </script> <script type="x-shader/x-vertex" id="vertexShader"> void main() { vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 ); gl_Position = projectionMatrix * mvPosition; } </script> <!-- Import maps polyfill --> <!-- Remove this when import maps will be widely supported --> <script async src="https://unpkg.com/es-module-shims@1.8.0/dist/es-module-shims.js"></script> <script type="importmap"> { "imports": { "three": "../build/three.module.js", "three/addons/": "./jsm/" } } </script> <script type="module"> import * as THREE from 'three'; const N = 100; let container; let camera, scene, renderer; let geometry; const meshes = []; let fragmentShader, vertexShader; init(); setInterval( render, 1000 / 60 ); function init() { container = document.createElement( 'div' ); document.body.appendChild( container ); vertexShader = document.getElementById( 'vertexShader' ).textContent; fragmentShader = document.getElementById( 'fragmentShader' ).textContent; camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 10000 ); camera.position.z = 2000; scene = new THREE.Scene(); scene.background = new THREE.Color( 0xffffff ); geometry = new THREE.SphereGeometry( 15, 64, 32 ); for ( let i = 0; i < N; i ++ ) { const material = new THREE.ShaderMaterial( { vertexShader: vertexShader, fragmentShader: generateFragmentShader() } ); const mesh = new THREE.Mesh( geometry, material ); mesh.position.x = ( 0.5 - Math.random() ) * 1000; mesh.position.y = ( 0.5 - Math.random() ) * 1000; mesh.position.z = ( 0.5 - Math.random() ) * 1000; scene.add( mesh ); meshes.push( mesh ); } renderer = new THREE.WebGLRenderer(); renderer.setPixelRatio( window.devicePixelRatio ); renderer.setSize( window.innerWidth, window.innerHeight ); container.appendChild( renderer.domElement ); } // function generateFragmentShader() { return fragmentShader.replace( 'XXX', Math.random() + ',' + Math.random() + ',' + Math.random() ); } function render() { for ( let i = 0; i < N; i ++ ) { const mesh = meshes[ i ]; mesh.material = new THREE.ShaderMaterial( { vertexShader: vertexShader, fragmentShader: generateFragmentShader() } ); } renderer.render( scene, camera ); console.log( 'before', renderer.info.programs.length ); for ( let i = 0; i < N; i ++ ) { const mesh = meshes[ i ]; mesh.material.dispose(); } console.log( 'after', renderer.info.programs.length ); } </script> </body> </html>