WebGL Memory Leak - memory-leaks

I know that there are a lot of topics about memory leak but I tried the solutions and it still doesn't work.
I am working on this example
So I have
materialPano=new THREE.MeshFaceMaterial( materials );
materialPano.needsUpdate=true;
mesh = new THREE.Mesh( new THREE.CubeGeometry( 400, 400, 400, 7, 7, 7 ), materialPano );
I am adding some functionality to change the texture when I click on a button.
The problem is that the previous texture isn't deleted and the used memory increased at each new texture.
So when I click on the button, it executes a function which does:
materials = [loadTexture(myNewTexture1 ), loadTexture( myNewTexture2),loadTexture( myNewTexture3 ),loadTexture( myNewTexture4 ),loadTexture( myNewTexture5), loadTexture( myNewTexture6)];
myNewTexureK is the new image file which changes with the button. And I update the mesh material.
materialPano.materials=materials;
mesh.material=materialPano;
The problem is that I don't know how to delete the previous texture. I tried a lot of things like that :
for(var k=0;k<materials.length;k++){
materials[k].deallocate();
scene.remove(materials[k]);
renderer.deallocateTexture(materials[k]);
renderer.deallocateMaterial(materials[k]);
renderer.deallocateObject(materials[k]);
delete materials[k];
materials[k]=null;
}
renderer.deallocateMaterial(materials);
renderer.deallocateObject(materials);
delete materials;
materials=null;
And here I do materials=[loadTexture(newTexture,...)];
And I changed the loadTexture function like that :
function loadTexture( path ) {
var texture = new THREE.Texture( texture_placeholder );
var material = new THREE.MeshBasicMaterial( { map: texture, overdraw: true } );
var image = new Image();
image.onload = function () {
texture.needsUpdate = true;
material.map.image = this;
render();
};
image.src = path;
texture.deallocate();//new line
renderer.deallocateTexture( texture );//new line
return material;
}
But it doesn't delete anything!
And without any modification of the example, I noticed that when I refresh the page, memory increases too, so there is a memory leak in the example?
Is there a way to really delete texture to avoid memory leak?
Thanks a lot!
Nobody has a solution? :(
I edit the message to try to be more precise.
I have :
var mesh;
function loadTexture( path ) {
var texture = new THREE.Texture( texture_placeholder );
var material = new THREE.MeshBasicMaterial( { map: texture, overdraw: true } );
var image = new Image();
image.onload = function () {
texture.needsUpdate = true;
material.map.image = this;
render();
};
image.src = path;
texture.deallocate();
renderer.deallocateTexture( texture );
return material;
}
function init(){
//some initializations, create scene, webgl renderer, ...
var materiales = [
loadTexture( '1.jpg' ),
loadTexture( '2.jpg'),
loadTexture( '3.jpg' ),
loadTexture( '4.jpg' ),
loadTexture( '5.jpg'),
loadTexture( '6.jpg' )
];
mesh = new THREE.Mesh( new THREE.CubeGeometry( 400, 400, 400, 7, 7, 7 ),new THREE.MeshFaceMaterial( materiales ) );
scene.add( mesh );
}
When I click on a button, I do :
updateTexture(){
var materiales = [
loadTexture( 'new1.jpg' ),
loadTexture( 'new2.jpg'),
loadTexture( 'new3.jpg' ),
loadTexture( 'new4.jpg' ),
loadTexture( 'new5.jpg'),
loadTexture( 'new6.jpg' )
];
mesh.material=new THREE.MeshFaceMaterial( materiales );
}
The problem is that the memory increases at each click. With only that code, it's normal, there is nothing which deletes the previous mesh.material. But I tried a lot of things like :
mesh.deallocate(mesh.material);
mesh.geometry.deallocate(mesh.material);
scene.deallocate(mesh.material);
renderer.deallocateMaterial(mesh.material);
renderer.deallocateTexture(mesh.material);
renderer.deallocateObject(mesh.material);
scene.remove(mesh.material);
And the memory still increases. I precise that I work on Firefox v 17.0.1. The leak also appears on Chrome.

try adding texture.deallocate() if you are using r51 - r53

Here is the modification I made to http://mrdoob.github.com/three.js/examples/webgl_panorama_equirectangular.html
I added the loadTexture function from http://mrdoob.github.com/three.js/examples/canvas_geometry_panorama.html, the button to execute the changeTexture() function.
<!DOCTYPE html>
<head>
<title>three.js webgl - equirectangular panorama demo</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
background-color: #000000;
margin: 0px;
overflow: hidden;
}
#info {
position: absolute;
top: 0px; width: 100%;
color: #ffffff;
padding: 5px;
font-family:Monospace;
font-size:13px;
font-weight: bold;
text-align:center;
}
a {
color: #ffffff;
}
</style>
</head>
<body>
<div id="container"></div>
<div id="info">three.js webgl - equirectangular panorama demo. photo by Jón Ragnarsson.<input id="changeTexture" type="button" value="Memory leak test" onclick="changeTexture();"> </div>
<script src="./build/three.min.js"></script>
<script>
var idTexture='id1';
var camera, scene, renderer;
var fov = 70,
texture_placeholder,
isUserInteracting = false,
onMouseDownMouseX = 0, onMouseDownMouseY = 0,
lon = 0, onMouseDownLon = 0,
lat = 0, onMouseDownLat = 0,
phi = 0, theta = 0;
var materialsT, materialPano;
init();
animate();
function init() {
var container, mesh;
container = document.getElementById( 'container' );
camera = new THREE.PerspectiveCamera( fov, window.innerWidth / window.innerHeight, 1, 1100 );
camera.target = new THREE.Vector3( 0, 0, 0 );
scene = new THREE.Scene();
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
//put here your 6 textures, one per face. Of course, you can use the same texture for all the faces
materialsT = [
loadTexture( idTexture+'.jpg' ),
loadTexture( idTexture+'.jpg' ),
loadTexture( idTexture+'.jpg' ),
loadTexture(idTexture+'.jpg' ),
loadTexture( idTexture+'.jpg' ),
loadTexture( idTexture+'.jpg' )
];
materialPano=new THREE.MeshFaceMaterial( materialsT );
mesh = new THREE.Mesh( new THREE.CubeGeometry( 256, 256, 256, 7, 7, 7 ),materialPano );
mesh.scale.x = -1;
scene.add( mesh );
container.appendChild( renderer.domElement );
document.addEventListener( 'mousedown', onDocumentMouseDown, false );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
document.addEventListener( 'mouseup', onDocumentMouseUp, false );
document.addEventListener( 'mousewheel', onDocumentMouseWheel, false );
document.addEventListener( 'DOMMouseScroll', onDocumentMouseWheel, false);
window.addEventListener( 'resize', onWindowResize, false );
}
function loadTexture( path ) {
var texture = new THREE.Texture( texture_placeholder );
var material = new THREE.MeshBasicMaterial( { map: texture, overdraw: true } );
var image = new Image();
image.onload = function () {
texture.needsUpdate = true;
material.map.image = this;
render();
};
image.src = path;
texture.deallocate();
renderer.deallocateTexture( texture );
return material;
}
function changeTexture(){
idCourant=(idTexture=='id1')?'id2':'id1';
//you can use the same texture, there is still the memory leak
materialsT = [
loadTexture( idTexture+'.jpg' ),
loadTexture( idTexture+'.jpg'),
loadTexture( idTexture+'.jpg' ),
loadTexture( idTexture+'.jpg' ),
loadTexture( idTexture+'.jpg'),
loadTexture( idTexture+'.jpg' )
];
materialPano.materials=materialsT;//without this line, I don't have memory leak but I can't change the texture. So it means that loadTexture doesn't have memory leak since the memory doesn't increase when I click on the button with only materialsT=[loadTexture(...),...] in the changeTexture() function.
//I try with the following (put before materialPano.materials=materialsT; of course) to deallocate materialPano but it doesn't do anything
/*
renderer.deallocateTexture(materialPano.materials);
renderer.deallocateMaterial(materialPano.materials);
renderer.deallocateObject(materialPano.materials);
renderer.deallocateTexture(materialPano);
renderer.deallocateMaterial(materialPano);
renderer.deallocateObject(materialPano);
//*/
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onDocumentMouseDown( event ) {
event.preventDefault();
isUserInteracting = true;
onPointerDownPointerX = event.clientX;
onPointerDownPointerY = event.clientY;
onPointerDownLon = lon;
onPointerDownLat = lat;
}
function onDocumentMouseMove( event ) {
if ( isUserInteracting ) {
lon = ( onPointerDownPointerX - event.clientX ) * 0.1 + onPointerDownLon;
lat = ( event.clientY - onPointerDownPointerY ) * 0.1 + onPointerDownLat;
}
}
function onDocumentMouseUp( event ) {
isUserInteracting = false;
}
function onDocumentMouseWheel( event ) {
// WebKit
if ( event.wheelDeltaY ) {
fov -= event.wheelDeltaY * 0.05;
// Opera / Explorer 9
} else if ( event.wheelDelta ) {
fov -= event.wheelDelta * 0.05;
// Firefox
} else if ( event.detail ) {
fov += event.detail * 1.0;
}
camera.projectionMatrix.makePerspective( fov, window.innerWidth / window.innerHeight, 1, 1100 );
render();
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
lat = Math.max( - 85, Math.min( 85, lat ) );
phi = ( 90 - lat ) * Math.PI / 180;
theta = lon * Math.PI / 180;
camera.target.x = 500 * Math.sin( phi ) * Math.cos( theta );
camera.target.y = 500 * Math.cos( phi );
camera.target.z = 500 * Math.sin( phi ) * Math.sin( theta );
camera.lookAt( camera.target );
renderer.render( scene, camera );
}
</script>
</body>
I don't know how and where to use mesh.material.materials[ i ].map = texture; texture.needsUpdate = true; as you told me.
Thanks!

Sorry for the wait.
You can test the code here : http://jodyj.com/test/
There are the canvas version and the webgl version.
Just click on the button to see memory increase (in the process window for example).
For the canvas version, the memory leak appears on Firefox and Chrome but not IE.
For the webgl version (not IE), Firefox and Chrome have the memory leak.
I commented the code and I indicated which line creates the leak (materialPano.materials=materialsT; ).
I tested with the function deallocate on mesh, material but it doesn't change anything.
Thanks!

Problem solved for the webgl version.
Add :
for(var k=0;k<materialsT.length;k++){
renderer.deallocateTexture(materialsT[k].map);
renderer.deallocateTexture(materialsT[k]);
materialsT[k].deallocate();
materialsT[k].map.deallocate();
}
in the changeTexture function just before materialsT=[ loadTexture(...), ...]., and
texture.deallocate();
renderer.deallocateTexture( texture );
in the loadTexture function just before the return.
But, there is still a leak for the canvas version.

Related

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* clipping plane are culled from the scene
* [3] far clipping plane: objects farther than the far
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function getCamera() {
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**/
function getLight(scene) {
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lights[0] = new THREE.PointLight( 0xffffff, 0.6, 0 );
lights[0].position.set( 100, 200, 100 );
scene.add( lights[0] );
var ambientLight = new THREE.AmbientLight(0x111111);
scene.add(ambientLight);
return light;
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**/
function getRenderer() {
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var renderer = new THREE.WebGLRenderer({antialias: true});
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* #param {obj} camera: the three.js camera for the scene
* #param {obj} renderer: the three.js renderer for the scene
**/
function getControls(camera, renderer) {
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controls.panSpeed = 0.4;
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}
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**/
function getPlane(scene, loader) {
var texture = loader.load('grass.jpg');
texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
texture.repeat.set( 10, 10 );
var material = new THREE.MeshBasicMaterial({
map: texture, side: THREE.DoubleSide
});
var geometry = new THREE.PlaneGeometry(1000, 1000, 10, 10);
var plane = new THREE.Mesh(geometry, material);
plane.position.y = -0.5;
plane.rotation.x = Math.PI / 2;
scene.add(plane);
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}
/**
* Add background
**/
function getBackground(scene, loader) {
var imagePrefix = '';
var directions = ['right', 'left', 'top', 'bottom', 'front', 'back'];
var imageSuffix = '.bmp';
var geometry = new THREE.BoxGeometry( 1000, 1000, 1000 );
var materialArray = [];
for (var i = 0; i < 6; i++)
materialArray.push( new THREE.MeshBasicMaterial({
map: loader.load(imagePrefix + directions[i] + imageSuffix),
side: THREE.BackSide
}));
var sky = new THREE.Mesh( geometry, materialArray );
scene.add(sky);
}
/**
* Add a character
**/
function getSphere(scene) {
var geometry = new THREE.SphereGeometry( 30, 12, 9 );
var material = new THREE.MeshPhongMaterial({
color: 0xd0901d,
emissive: 0xaf752a,
side: THREE.DoubleSide,
flatShading: true
});
var sphere = new THREE.Mesh( geometry, material );
// create a group for translations and rotations
var sphereGroup = new THREE.Group();
sphereGroup.add(sphere)
sphereGroup.position.set(0, 24, 100);
scene.add(sphereGroup);
return [sphere, sphereGroup];
}
/**
* Store all currently pressed keys
**/
function addListeners() {
window.addEventListener('keydown', function(e) {
pressed[e.key.toUpperCase()] = true;
})
window.addEventListener('keyup', function(e) {
pressed[e.key.toUpperCase()] = false;
})
}
/**
* Update the sphere's position
**/
function moveSphere() {
var delta = clock.getDelta(); // seconds
var moveDistance = 200 * delta; // 200 pixels per second
var rotateAngle = Math.PI / 2 * delta; // pi/2 radians (90 deg) per sec
// move forwards/backwards/left/right
if ( pressed['W'] ) {
sphere.rotateOnAxis(new THREE.Vector3(1,0,0), -rotateAngle)
sphereGroup.translateZ( -moveDistance );
}
if ( pressed['S'] )
sphereGroup.translateZ( moveDistance );
if ( pressed['Q'] )
sphereGroup.translateX( -moveDistance );
if ( pressed['E'] )
sphereGroup.translateX( moveDistance );
// rotate left/right/up/down
var rotation_matrix = new THREE.Matrix4().identity();
if ( pressed['A'] )
sphereGroup.rotateOnAxis(new THREE.Vector3(0,1,0), rotateAngle);
if ( pressed['D'] )
sphereGroup.rotateOnAxis(new THREE.Vector3(0,1,0), -rotateAngle);
if ( pressed['R'] )
sphereGroup.rotateOnAxis(new THREE.Vector3(1,0,0), rotateAngle);
if ( pressed['F'] )
sphereGroup.rotateOnAxis(new THREE.Vector3(1,0,0), -rotateAngle);
}
/**
* Follow the sphere
**/
function moveCamera() {
var relativeCameraOffset = new THREE.Vector3(0,50,200);
var cameraOffset = relativeCameraOffset.applyMatrix4(sphereGroup.matrixWorld);
camera.position.x = cameraOffset.x;
camera.position.y = cameraOffset.y;
camera.position.z = cameraOffset.z;
camera.lookAt(sphereGroup.position);
}
// Render loop
function render() {
requestAnimationFrame(render);
renderer.render(scene, camera);
moveSphere();
moveCamera();
};
// state
var pressed = {};
var clock = new THREE.Clock();
// globals
var scene = getScene();
var camera = getCamera();
var light = getLight(scene);
var renderer = getRenderer();
// add meshes
var loader = new THREE.TextureLoader();
var floor = getPlane(scene, loader);
var background = getBackground(scene, loader);
var sphereData = getSphere(scene);
var sphere = sphereData[0];
var sphereGroup = sphereData[1];
addListeners();
render();
body { margin: 0; overflow: hidden; }
canvas { width: 100%; height: 100%; background: black; }
<script src='https://cdnjs.cloudflare.com/ajax/libs/three.js/88/three.min.js'></script>
<script src='https://threejs.org/examples/js/controls/TrackballControls.js'></script>
As for how to know how to find this bugs, in this particular case I don't know how I knew except experience. I know it's unfortunately common for browsers to get compositing bugs with WebGL because it's very hard to test. Most browsers test on servers without GPUs which means they don't test WebGL enough. They built their testing systems before compositing was GPU accelerated. Another reason is testing compositing is something that's browser specific so the WebGL tests can't include a test for it. It's something each browser vendor has to implement their own tests for and often their testing systems run the browsers in non-release modes or the APIs that might make it possible to test don't actually go through the same code as the code the draws to the screen .
For WebGL, you should generally get the same results across browsers and compositing issues are the most common place they get it wrong. Especially when not using the defauts. So, first I checked the if the context was set up non-default as in either alpha: false or premultipliedAlpha: false etc.. To do that I just opened Chrome's dev tools and selected the snippet context
Once I had the correct debugger context I just got the WebGL context from the first canvas
I saw alpha: false which is not the default so that was the first clue. If there was more than one canvas I would have had to use 'querySelectorAll' and try each canvas until I got the WebGL one.
Then I also saw your CSS is different than I would do it. I would have used
body { margin: 0; }
canvas { width: 100vw; height: 100vw; display: block; }
No need for overflow: hidden and clearly states what I want. I have strong opinions that the way most three.js apps size the canvas is an anti-pattern.
I saw that you set your css to make the canvas height 100% but you didn't set the body height and so if nothing else was done your canvas would have zero height. So, I set the background color of the canvas so I could see how big it was. I was assuming it was actually zero. That's when (a) I saw it was rendering and setting the background color made it appear and (b) your canvas appears because three.js is hacking in the canvas sizes based on window.innerHeight and also mucking with your css

.svg asset in three.js 3d space

I'm trying to load a .svg asset into my three.js scene, as a flat vector layer; I found this example with SVGLoader and SVGRenderer from another post, but I can't make it work.
The svg loaded is stuck in 2d space and not responding to camera movement, I can't access its position.
I tried to switch to WebGLRenderer, but the svg doesn’t get loaded.
The option of loading it as sprite would be good, but I would want the sprite to not face the camera and stay still in 3d space.
var svgManager = new THREE.SVGLoader();
var url = 'https://upload.wikimedia.org/wikipedia/commons/f/f7/Europe_laea_location_map.svg';
function svg_loading_done_callback(doc) {
init();
svg(new THREE.SVGObject(doc));
ico();
animate();
};
svgManager.load(url,
svg_loading_done_callback,
function() {
console.log("Loading SVG...");
},
function() {
console.log("Error loading SVG!");
});
var AMOUNT = 100;
var container, camera, scene, renderer;
function init() {
scene = new THREE.Scene();
renderer = new THREE.SVGRenderer();
renderer.setClearColor(0x00ff00);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
var container = document.getElementById('container');
container.appendChild(renderer.domElement);
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.z = 1100;
controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.enableZoom = true;
window.addEventListener('resize', onWindowResize, false);
}
function svg(svgObject) {
svgObject.position.x = 510;
svgObject.position.y = -110;
svgObject.position.z = 0;
scene.add(svgObject);
}
function ico() {
geometry = new THREE.IcosahedronGeometry(100, 1)
material = new THREE.MeshNormalMaterial({});
ico = new THREE.Mesh(geometry, material);
ico.position.y = -300;
scene.add(ico);
ico2 = new THREE.Mesh(geometry, material);
ico2.position.y = 500;
ico2.position.x = -500;
ico2.position.z = -50;
scene.add(ico2);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
requestAnimationFrame(animate);
controls.update;
render();
}
function render() {
renderer.render(scene, camera);
}
body {
margin: 0;
}
canvas {
width: 100%;
height: 100%
}
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<div id="container"></div>
<script src="https://threejs.org/build/three.min.js"></script>
<script src="https://threejs.org/examples/js/renderers/SVGRenderer.js"></script>
<script src="https://threejs.org/examples/js/renderers/Projector.js"></script>
<script src="https://threejs.org/examples/js/loaders/SVGLoader.js"></script>
<script src="https://threejs.org/examples/js/libs/stats.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
The SVGLoader and SVGRenderer are two different things. The first loads an SVG file and converts it to three.js shapes (albeit with some limitations, i.e. can read very simple SVGs, does not render strokes but only filled objects, etc), while the latter renders three.js primitives using SVG elements instead of WebGL. In a sense, they are opposites of each other.
So, first of all, you'd need to use the WebGLRenderer for your case.
Then, you need to change the SVG loading callback. It receives an array of paths with which you can render the SVG.
See the changes in functions svg_loading_done_callback, init and svg, and run it in JSFiddle:
var svgManager = new THREE.SVGLoader();
var url = 'https://upload.wikimedia.org/wikipedia/commons/f/f7/Europe_laea_location_map.svg';
function svg_loading_done_callback(paths) {
init();
svg(paths);
ico();
animate();
};
svgManager.load(url,
svg_loading_done_callback,
function() {
console.log("Loading SVG...");
},
function() {
console.log("Error loading SVG!");
});
var AMOUNT = 100;
var container, camera, scene, renderer;
function init() {
scene = new THREE.Scene();
renderer = new THREE.WebGLRenderer();
renderer.setClearColor(0x00ff00);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
var container = document.getElementById('container');
container.appendChild(renderer.domElement);
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.z = 1100;
controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.enableZoom = true;
window.addEventListener('resize', onWindowResize, false);
}
function svg(paths) {
var group = new THREE.Group();
group.position.x = 510;
group.position.y = -110;
group.position.z = 0;
for ( var i = 0; i < paths.length; i ++ ) {
var path = paths[ i ];
var material = new THREE.MeshBasicMaterial( {
color: path.color,
side: THREE.DoubleSide,
depthWrite: false
} );
var shapes = path.toShapes( true );
for ( var j = 0; j < shapes.length; j ++ ) {
var shape = shapes[ j ];
var geometry = new THREE.ShapeBufferGeometry( shape );
var mesh = new THREE.Mesh( geometry, material );
group.add( mesh );
}
}
scene.add( group );
}
function ico() {
geometry = new THREE.IcosahedronGeometry(100, 1)
material = new THREE.MeshNormalMaterial({});
ico = new THREE.Mesh(geometry, material);
ico.position.y = -300;
scene.add(ico);
ico2 = new THREE.Mesh(geometry, material);
ico2.position.y = 500;
ico2.position.x = -500;
ico2.position.z = -50;
scene.add(ico2);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
requestAnimationFrame(animate);
controls.update;
render();
}
function render() {
renderer.render(scene, camera);
}
PS: Check the SVG Loader to see what it's able to parse

Three.js not scaling or rotating Mesh on render()

I've been trying out Three.js today and I've had trouble getting my Mesh to change according using mesh.rotation.x += 10; for example.
The code below renders a triangle and the camera moves around onMouseMove but inside the render() function, it fails to scale or rotate the Mesh obj.
Appreciate the pointers.
<body>
<div id="container" style="border: #0f0 solid;">
</div>
<script type="text/javascript">
var mouseX = 0, mouseY = 0;
windowHalfX = window.innerWidth / 2,
windowHalfY = window.innerHeight / 2;
// get the DOM element to attach to
var container = document.getElementById("container");
// create a WebGL renderer, camera
// and a scene
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
camera = new THREE.PerspectiveCamera( 25, window.innerWidth / window.innerHeight, 50, 1e7 );
var scene = new THREE.Scene();
var obj;
var geom = new THREE.Geometry();
var stats;
init();
animate();
function init(){
// the camera starts at 0,0,0 so pull it back
camera.position.z = 400;
// start the renderer
// attach the render-supplied DOM element
container.appendChild(renderer.domElement);
// create a new mesh with triangle geometry
// create the sphere's material
var material = new THREE.MeshLambertMaterial(
{
color: 0x00FF00
});
var v1 = new THREE.Vector3(50,0,0);
var v2 = new THREE.Vector3(50,100,0);
var v3 = new THREE.Vector3(0, 50, 0);
geom.vertices.push(new THREE.Vertex(v1));
geom.vertices.push(new THREE.Vertex(v2));
geom.vertices.push(new THREE.Vertex(v3));
geom.faces.push(new THREE.Face3(0,1,2));
geom.computeFaceNormals();
obj = new THREE.Mesh(geom, material);
obj.doubleSided = true;
obj.rotation.x = 0.1;
// add the obj to the scene
scene.addObject(obj);
// create a point light
var pointLight = new THREE.PointLight( 0xFFFFFF );
// set its position
pointLight.position.x = 0;
pointLight.position.y = 0;
pointLight.position.z = 600;
//pointLight.lookAt(obj);
// add to the scene
scene.add(pointLight);
ambientLight = new THREE.AmbientLight( 0xbbbbbb );
scene.add(ambientLight);
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
stats.domElement.style.zIndex = 100;
container.appendChild( stats.domElement );
// draw!
renderer.render(scene, camera);
}
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function onDocumentMouseMove(event) {
mouseX = event.clientX - windowHalfX;
mouseY = event.clientY - windowHalfY;
}
function render() {
camera.position.x += ( mouseX - camera.position.x ) * .05;
camera.position.y += ( - mouseY + 200 - camera.position.y ) * .05;
camera.lookAt( scene.position );
var time = Date.now() * 0.0015;
for ( var i = 0; i < scene.objects.length; i ++ ) {
scene.objects[ i ].rotation.y = time * ( i % 2 ? 1 : -1 );
}
obj.rotation.x += 20;
renderer.clear();
renderer.render( scene, camera );
}
</script>
</body>
From r45 scene.addObject(obj); must be now scene.add(obj);
See Three.js commit log:
2011 10 06 - r45 - Object/Scene.add*() and Object/Scene.remove*() are now Object/Scene.add() and Object/Scene.remove()

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