![]() ![]() If I factor out the time for doing theĬompositing, I can draw an ungodly number of triangles - comparable to a Linux and Windows PC's with Minefield, the cost of doing that is roughlyĥMpixels/second on a 2.8GHz CPU - more or less irrespective of the It isĮvidently the final compositing stage that's the killer here - and on my Pixels drawn - it's purely about the size of the 3D canvas area. Isn't about numbers of triangles or numbers of objects or even number of Plus Z - with a 1ms "setTimeout" to retrigger the 'draw()' call ! This The code that I used to produce those numbers ended up producing theĮxact same numbers with nothing more than a glClear on both color buffer The Many Spheres Deep demo on the site renders over 100,000 triangles per scene in 64 objects and it easily makes 60fps on my Macbook Pro. ![]() I agree 15 Hz is shocking for a simple scene. > Can you post a sample so I can try it in Safari? Maybe we can also see where the bottlenecks are. > main loop still gets me 180Hz - so I guess I'm CPU-limited at that frame > Commenting out the clear-screen and doing no OpenGL calls at all in my Doing this test at a number of different canvas sizes, I get: > nasty, I tossed out all of the 3D rendering and did nothing but clear > Since I don't know whether my JavaScript is somehow doing something > setTimeout("draw()",1) to try to get the best framerate I can. > clears the screen and renders a few simple objects and uses > To test, I wrote a really minimal application - it sets up matrices, it > the CPU/JavaScript side, I should be able to get decent frame rates. > much functionality onto the GPU as possible and keep things simple on > graphics card - right? - so my expectation would be that if I push as > Now, I expect JavaScript to be slow - but we're using a real, hardware > graphics programmer - so I'm not entirely clueless). > pronounced "IrisGL" - and I work in the games industry as a senior (I've been an OpenGL programmer since it was > WebGL (which is a noble and important cause!) and I'm seeing some weird > WebGL - and sticking them on my website for free to help to promote > I've been thinking about porting some of my old OpenGL games over to > On May 26, 2010, at 7:18 PM, Steve Baker wrote ![]() ![]() Subject: Re: WebGL ems like I have no hardware acceleration?!?.Re: WebGL ems like I have no hardware acceleration?!? ![]()
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