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This can help support larger p5 projects, in terms of resolution (e.g. for a 4K TV in a gallery) or just size of content, where currently you'll run into memory limitations that force projects to be smaller.
Most appropriate sub-area of p5.js?
Accessibility
Color
Core/Environment/Rendering
Data
DOM
Events
Image
IO
Math
Typography
Utilities
WebGL
Build process
Unit testing
Internationalization
Friendly errors
Other (specify if possible)
Feature request details
When you drawn an image or any other texture to the canvas in WebGL, we create a new texture on the GPU. For most things, there is no way to clear this out to make room for more. The exception is p5.Framebuffer, where you can call .remove() on it, and it cleans up all its GPU resources, and p5.Geometry, which you can pass into freeGeometry() to clear its GPU resources.
Ideally I'd like something similar to clear image GPU resources (which just means it might be a bit slower the next time you try to draw it), and possibly also an LRU cache that automatically can clear out least recently used GPU resources. (The latter is a little hard because it doesnt seem like there's a reliable way to get GPU memory limits? so manual management is probably fine, since this only comes up when a project has already become fairly advanced.)
The text was updated successfully, but these errors were encountered:
Increasing access
This can help support larger p5 projects, in terms of resolution (e.g. for a 4K TV in a gallery) or just size of content, where currently you'll run into memory limitations that force projects to be smaller.
Most appropriate sub-area of p5.js?
Feature request details
When you drawn an image or any other texture to the canvas in WebGL, we create a new texture on the GPU. For most things, there is no way to clear this out to make room for more. The exception is
p5.Framebuffer
, where you can call.remove()
on it, and it cleans up all its GPU resources, andp5.Geometry
, which you can pass intofreeGeometry()
to clear its GPU resources.Ideally I'd like something similar to clear image GPU resources (which just means it might be a bit slower the next time you try to draw it), and possibly also an LRU cache that automatically can clear out least recently used GPU resources. (The latter is a little hard because it doesnt seem like there's a reliable way to get GPU memory limits? so manual management is probably fine, since this only comes up when a project has already become fairly advanced.)
The text was updated successfully, but these errors were encountered: