3 ms·
It's not yet, but I'm pretty sure the allocations are happening in the 3D engine I'm using. (I mean the chrome tools aren't telling me that, but when I let the
by fenomas 10y ago
It's not yet, but I'm pretty sure the allocations are happening in the 3D engine I'm using. (I mean the chrome tools aren't telling me that, but when I let the game run without rendering the sawtooth goes away.)
Actually now that I take a second look, some relatively simple demos of the same engine (Babylon.js) show the same sort of behavior. Some rather trivial three.js demos do as well. I might be dealing with something that's just a fact of life for webGL rendering.
Random example (not mine) showing a vaguely similar sawtooth of heap memory usage:
http://gleborgne.github.io/molvwr/#1GCN http://gleborgne.github.io/molvwr/#1GCN