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Thread: WebGL Memory Leak

  1. #1

    WebGL Memory Leak

    After a few days of testing code and watching my DRAM consumption over time I have found that for some reason the following code leaks

    Code :
    var BVvertexBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, BVvertexBuffer);
    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
    gl.vertexAttribPointer(shaderReference.vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0);
    //create the indices
    var indices = [
    	//top of the cube
    	0, 1, 
    	1, 3,
    	2, 3,
    	2, 0,
    	4, 5, 
    	5, 7,
    	6, 7,
    	6, 4,
    	0, 4,
    	1, 5,
    	2, 6,
    	3, 7
    	var BVindexBuffer = gl.createBuffer();
    	gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, BVindexBuffer);
    	gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW);
    	var BVindexBufferNumItems = indices.length;
    	gl.drawElements(gl.LINES, BVindexBufferNumItems, gl.UNSIGNED_SHORT, 0);
    	//delete the buffers to avoid a memory leak!

    The code is for rendering a box bounding volume. The leak is very very small. Most likely only a few bytes, if not a single byte or less. I call this function about 10 times per frame at 60fps and it takes 90-120min for the leak to get to about 1gb. If I dramatically increase the size of the buffers the speed of the leak does not increase, so clearly webGL is correctly deleting the buffers.

    Am I making some stupid mistake or is there a tiny leak in webGL code? I'm using google chrome.

  2. #2

    Re: WebGL Memory Leak

    looks like due to the webgl implementation of Chrome

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