pagedraw: free 3D model renders and the model overlay's GPU state

render3DModelToDataUrl builds a throwaway renderer for every 2D-canvas
snapshot of a 3D model. It freed geometries and materials but not
textures, and never released the context, so each snapshot held a WebGL
context until its canvas was collected. It now frees the scene with
disposeObject3D and forces the context loss.

Model3DOverlay had the same texture leak, and a GLB that finished
loading after the overlay closed or switched models was still added to
the disposed scene. Late loads are now freed instead. The overlay
renders into a React-owned canvas that a model change reuses, so the
context loss is forced only once that canvas has left the DOM.
This commit is contained in:
Tanish Manku
2026-10-06 17:46:29 -07:00
parent 8f61bd5aca
commit 12188d92d1
4 changed files with 105 additions and 17 deletions
@@ -3,6 +3,7 @@ import * as THREE from "three";
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
import Konva from "konva";
import { disposeObject3D } from "@storyteller/ui-viewer-3d";
import { Node } from "../Node";
import {
Model3DParams,
@@ -226,11 +227,17 @@ export const Model3DOverlay = React.forwardRef<Model3DOverlayHandle, Model3DOver
front.position.set(0, 4, 10);
scene.add(front);
// Load model
// Load model. Set by cleanup: a model that finishes loading after the
// overlay closed or switched models is freed instead of added.
let cancelled = false;
const loader = new GLTFLoader();
loader.load(
node.modelUrl!,
(gltf) => {
if (cancelled) {
disposeObject3D(gltf.scene);
return;
}
const model = gltf.scene;
// Auto-fit + apply user scale
@@ -261,18 +268,15 @@ export const Model3DOverlay = React.forwardRef<Model3DOverlayHandle, Model3DOver
animate();
return () => {
cancelled = true;
if (animFrameRef.current) cancelAnimationFrame(animFrameRef.current);
controls.dispose();
scene.traverse((obj) => {
if (obj instanceof THREE.Mesh) {
obj.geometry?.dispose();
const mats = Array.isArray(obj.material)
? obj.material
: [obj.material];
mats.forEach((m) => m?.dispose());
}
});
disposeObject3D(scene);
renderer.dispose();
// A model change re-runs this effect on the same canvas, which hands
// the next renderer this same context, so only force the loss once
// the canvas has left the DOM (the overlay closed).
if (!canvas.isConnected) renderer.forceContextLoss();
};
// eslint-disable-next-line react-hooks/exhaustive-deps
}, [node.modelUrl]);
@@ -0,0 +1,82 @@
import * as THREE from "three";
import {
DEFAULT_MODEL3D_PARAMS,
render3DModelToDataUrl,
} from "./render3DModel";
const { renderers, gltfOutcome } = vi.hoisted(() => ({
renderers: [] as FakeRenderer[],
gltfOutcome: { scene: undefined as unknown, error: undefined as unknown },
}));
type FakeRenderer = {
dispose: ReturnType<typeof vi.fn>;
forceContextLoss: ReturnType<typeof vi.fn>;
};
// jsdom has no WebGL; only the teardown calls matter here.
vi.mock("three", async (importOriginal) => {
const actual = await importOriginal<typeof import("three")>();
class WebGLRenderer {
domElement = { toDataURL: () => "data:image/png;base64,AAAA" };
dispose = vi.fn();
forceContextLoss = vi.fn();
constructor() {
renderers.push(this);
}
setClearColor() {}
setSize() {}
render() {}
}
return { ...actual, WebGLRenderer };
});
vi.mock("three/examples/jsm/loaders/GLTFLoader.js", () => ({
GLTFLoader: class {
load(
_url: string,
onLoad: (gltf: { scene: unknown }) => void,
_onProgress: unknown,
onError: (error: unknown) => void,
) {
if (gltfOutcome.error) onError(gltfOutcome.error);
else onLoad({ scene: gltfOutcome.scene });
}
},
}));
describe("render3DModelToDataUrl", () => {
beforeEach(() => {
renderers.length = 0;
gltfOutcome.scene = undefined;
gltfOutcome.error = undefined;
});
it("frees the model and the renderer's context after rendering", async () => {
const geometry = new THREE.BoxGeometry();
const onDispose = vi.fn();
geometry.addEventListener("dispose", onDispose);
gltfOutcome.scene = new THREE.Mesh(geometry);
const dataUrl = await render3DModelToDataUrl(
"model.glb",
DEFAULT_MODEL3D_PARAMS,
);
expect(dataUrl).toMatch(/^data:image\/png/);
expect(onDispose).toHaveBeenCalledTimes(1);
expect(renderers[0].dispose).toHaveBeenCalledTimes(1);
expect(renderers[0].forceContextLoss).toHaveBeenCalledTimes(1);
});
it("frees the renderer's context when the model fails to load", async () => {
gltfOutcome.error = new Error("404");
await expect(
render3DModelToDataUrl("missing.glb", DEFAULT_MODEL3D_PARAMS),
).rejects.toThrow("404");
expect(renderers[0].dispose).toHaveBeenCalledTimes(1);
expect(renderers[0].forceContextLoss).toHaveBeenCalledTimes(1);
});
});
@@ -1,5 +1,6 @@
import * as THREE from "three";
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
import { disposeObject3D } from "@storyteller/ui-viewer-3d";
export interface Model3DParams {
cameraPosition: { x: number; y: number; z: number };
@@ -76,18 +77,16 @@ function normalizeAndPlaceModel(
model.position.y = -scaledBox.min.y;
}
// The renderer and its canvas are throwaway, so free the scene and then the
// context itself; otherwise each render holds a WebGL context until the
// canvas is garbage collected.
function disposeScene(
scene: THREE.Scene,
renderer: THREE.WebGLRenderer,
): void {
scene.traverse((obj) => {
if (obj instanceof THREE.Mesh) {
obj.geometry?.dispose();
const mats = Array.isArray(obj.material) ? obj.material : [obj.material];
mats.forEach((m) => m?.dispose());
}
});
disposeObject3D(scene);
renderer.dispose();
renderer.forceContextLoss();
}
export async function render3DModelToDataUrl(
@@ -88,6 +88,9 @@
},
{
"path": "../modal/tsconfig.lib.json"
},
{
"path": "../viewer-3d/tsconfig.lib.json"
}
]
}