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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@@ -19,20 +19,21 @@ type TexturedMaterial = THREE.Material &
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Partial<Record<TextureKey, THREE.Texture>>;
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const optimizedTextures = new WeakSet<THREE.Texture>();
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const MAX_GLTF_TEXTURE_ANISOTROPY = 2;
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function optimizeTexture(texture: THREE.Texture, maxAnisotropy: number): void {
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if (optimizedTextures.has(texture)) return;
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optimizedTextures.add(texture);
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texture.anisotropy = Math.min(4, Math.max(1, maxAnisotropy));
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const nextAnisotropy = Math.min(
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MAX_GLTF_TEXTURE_ANISOTROPY,
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Math.max(1, maxAnisotropy),
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);
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if (!(texture instanceof THREE.CompressedTexture)) {
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texture.generateMipmaps = true;
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texture.minFilter = THREE.LinearMipmapLinearFilter;
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texture.magFilter = THREE.LinearFilter;
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if (texture.anisotropy > nextAnisotropy) {
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texture.anisotropy = nextAnisotropy;
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texture.needsUpdate = true;
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}
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texture.needsUpdate = true;
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}
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function optimizeMaterialTextures(
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