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It's not yet, but I'm pretty sure the allocations are happening in the 3D engine I'm using. (I mean the chrome tools aren't telling me that, but when I let the game run without rendering the sawtooth goes away.)

Actually now that I take a second look, some relatively simple demos of the same engine (Babylon.js) show the same sort of behavior. Some rather trivial three.js demos do as well. I might be dealing with something that's just a fact of life for webGL rendering.

Random example (not mine) showing a vaguely similar sawtooth of heap memory usage:

http://gleborgne.github.io/molvwr/#1GCN



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