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So in conclusion:- JS performance is perfectly fine, both in Chrome and FF (even IE11 and the latest Safari)- WebGL is the bottleneck, try to minimize calling into WebGL as much as possible- OSX OpenGL sucks ass, especially with an Intel GPU
It sounds like you are modifying the vertices for each draw call.
If that is the case then to determine webgl vs. native performance
you should compare WebGL drawing with drawing using buffer objects
in native OpenGL It is not clear you did that in all cases you
cited. Comparing client-side array draws with WebGL draws (which
use buffer objects) will incorrectly assign "overhead" to WebGL.
Regards
-Mark
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Another thing that should be avoided in WebGL at all cost (also in PNaCl) is to upload dynamic indices, since these must be checked for out-of-bounds indices, and the code behind this is surprisingly complex (Firefox build a binary tree structure from the indices to speed up future range checks for instance).
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By dynamic indices, you mean:
a) creating the index buffer with GL_DYNAMIC_DRAW
GL_DYNAMIC_DRAW is just a hint. I'm not sure if any WebGL
implementation pays attention to it in its OpenGL ES wrapper. What
causes revalidation is changing the data in the buffer with
bufferData or bufferSubData. This will happen regardless of the
usage hint.