All Questions

Tagged with
Filter by
Sorted by
Tagged with
-1
votes
0answers
24 views

How to draw unlimited canvas elements in a single page with using WebGL

I'm working on a heatmap calendar, canvas-based component. It takes into account the (practical) maximum canvas size and creates multiple canvas as needed, so that you can let the component display ...
0
votes
0answers
30 views

AR Application in WebGL has terrible performance

I built a web based application thats uses WebGL for face detection and 3D rendering over video streaming realtime. I am struggling with its performace. What can i do to undertand where is the problem ...
0
votes
0answers
25 views

Why doesn't the browser paint the canvas when an image is either added or animated?

I was looking at browser performance and the steps it takes to render a web page. I could see that if elements are separated as layers in HTML, there is no need to paint the specific element again ...
1
vote
1answer
124 views

OpenLayers 6 highly frequent layer updates with large amounts of points

I'm currently using OpenLayers 6 in order to display geo data generated by a mobile mapping application. This includes a "live" GPS location that updates up to 10 times per second. I can run ...
1
vote
0answers
127 views

Improving the performance of Webgl2 texSubImage2D call with large texture

Using WebGL2 I stream a 4K by 2K stereoscopic video as a texture onto the inside of a sphere in order to provide 360° VR video playback capability. I've optimized as much of the codebase as is ...
0
votes
0answers
39 views

Is calling bufferData worse than uniformMatrix3fv from a performance perspective?

When drawing a rectangle in WebGL, two main ways seem to be either: Create a unit quad, upload that to the GPU once, and then at draw-time, pass in a transformation matrix that you multiply with the ...
1
vote
1answer
44 views

Why is replacing these matrix transformations with a single bufferData call so much slower?

I'm trying to optimize my shader that draws sprites and I originally had something like this: // this matrix will convert from pixels to clip space var matrix = m3.projection(this.camera.viewportWidth ...
0
votes
0answers
37 views

How to blend two WebGL canvases in real-time?

So, I read this answer, and while it seems to work, it dramatically lowers my FPS, and generally my program can only run for 10 seconds before WebGL just completely crashes. Basically, I'm trying to ...
0
votes
0answers
36 views

Intermittent WebGL Freezes

I am writing a game using Typescript and WebGL and I've noticed that periodically (usually every 40 seconds but not always) a single frame will take much longer to run causing the game to freeze. ...
1
vote
0answers
213 views

Add a masking overlay to highlight certain areas on an interactive mapboxgl map

I am building a website where users can search for specific places or areas on a map with some filters like "park", "supermarket", "cafe", etc. For example, a user should ...
1
vote
0answers
269 views

Why is WebGL frame rate dropping in full screen?

I'm rendering a somewhat complex WebGL scene here. When I view the scene on my MacBook Pro's built-in display in full screen it renders smoothly at 60 frames per second. When I view the scene on my ...
0
votes
0answers
29 views

webgl cannot draw too many primitives in one drawcall on integrated graphics card

I am recently testing my webgl render engine. I just found a interesting thing. So if I am drawing 20 million of triangles on my integrated graphics card. If I render it in 500 drawcalls (40,000 per ...
0
votes
1answer
119 views

WebGl disjoint timer query spikes

I’m seeing some strange results when trying to time some WebGL using the disjoint timer query extension. I have written some simple WebGL code to reproduce the issue we are seeing here : https://...
1
vote
1answer
188 views

How to know when WebGL has finished drawing?

I want to measure the roundtrip time in a web application to see how long it takes for a request to be sent, answered, and interpreted. I send a request to a database server, it sends me back some ...
0
votes
0answers
48 views

How to remove gl.bufferData to draw lots of sprites, with batched renderer?

I want to make a batched renderer, where I put multiple mesh information (vertices, uvs, indices) into a single buffer and draw them in one gl.drawElements call. These meshes can change position and ...

15 30 50 per page
1
2 3 4 5
7