Comments (2)
This doesn't really seem like a THREE.Terrain
question - I expect you'd have similar results if you created a scene with the same objects without this library. In general, three.js geometry objects can get pretty big. What's in memory is not just the screen buffer, it's all the references to faces, points, etc. that are required to calculate the scene. Browser dev tools have built in profilers these days that you could use to see which objects take up the most memory.
One thing worth noting is that THREE.Terrain
might temporarily increase memory usage when applying certain transformations to the plane, as it needs to copy some things in order to do certain calculations, but references to those objects aren't kept and so the allocated memory should be garbage collected within a few seconds.
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In the meantime, I have been analyzing other options for building terrain because the memory consumption was killing my app.
I found out that I can build the terrain on the GPU instead of the CPU. As an example, I built a 4096x4096 terrain using only a heightmap of 64MB in size (4 bytes per texel in GPU framebuffer memory, not in CPU memory). Not a single triangle in sight ... it takes only a 10th of a second to build (once, only), and later in the animation loop, the terrain looks really good! These GPUs are sooooo fast, several teraflops of performance, amazing!
The approach looks so promising that I think I will turn away from using ThreeJS and terrain geometry at all. Success, however, will really depend on how texture mapping, lighting, and shadows will work out with this "no geometry" approach. Will keep you updated.
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Related Issues (20)
- Texture Repeating HOT 1
- Typescript bindings? HOT 18
- Feature request: button to download geometry HOT 1
- Possible mismatch in randomness HOT 1
- Meaning of parameters of generateBlendedMaterial? HOT 2
- BlendedTerrain problem HOT 1
- Island with a hill, how? HOT 2
- Support disabling rescaling in Clamp to avoid seams with repeating Perlin/Simplex terrains HOT 17
- generateBlendedMaterial to support normalMaps / StandardMeshMaterial. HOT 4
- physics support ? HOT 1
- I m facing error using your library HOT 2
- Edges Documentation HOT 1
- Calculating heights between segments (Interpolation) HOT 3
- Wrong variable name in scatter.js HOT 1
- Implement Optimizations HOT 1
- could it load real terrain? HOT 1
- Get heights from generated terrain HOT 1
- Noise Error HOT 1
- Update for newer THREE.js versions (ES6) HOT 1
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