fix(handtracking): reduce GPU pressure on WebGL context loss
Several mitigations against the WebGL context lost that fires when hand tracking starts on a loaded scene: - Canvas: fixed DPR [1,1], antialias off, scoped id="game-canvas", context-lost handler releases MediaPipe and logs GPU memory counters - optimizeGLTFScene: cap anisotropy at 2 and stop forcing mipmaps / needsUpdate on every pass — avoids massive texture re-uploads - MediaPipe: force CPU delegate (HAND_TRACKING_BROWSER_DELEGATE), cache the landmarker instance, and expose releaseBrowserHandLandmarker - useBrowserHandTracking / useRemoteHandTracking: idempotent cleanup guarded by a cleanedUp flag, try/catch around the detect loop, and release of the landmarker on stop - World: mount HandTrackingGlove only when the matching hand is actually present in the snapshot (status connected + hands.length > 0) - HandTrackingGlove: drop the eager useGLTF.preload that was running at startup whether or not hand tracking was used Does not yet absorb the React StrictMode double-mount — that is the follow-up commit. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -1,7 +1,6 @@
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import type { ReactNode } from "react";
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import { Component, useEffect, useMemo, useRef } from "react";
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import { useFrame, useThree } from "@react-three/fiber";
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import { useGLTF } from "@react-three/drei";
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import * as THREE from "three";
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import { SkeletonUtils } from "three-stdlib";
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import { useHandTrackingSnapshot } from "@/hooks/handTracking/useHandTrackingSnapshot";
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@@ -362,6 +361,3 @@ export function HandTrackingGlove({
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</HandTrackingGloveErrorBoundary>
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);
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}
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useGLTF.preload(GLOVE_CONFIGS.left.modelPath);
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useGLTF.preload(GLOVE_CONFIGS.right.modelPath);
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