New optimisation in the latest build: WebGL Call Caching

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Lindsay Kay

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Nov 2, 2011, 4:42:55 PM11/2/11
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I just added a major optimisation to the latest SceneJS - anyone who's not getting high enough FPS should try the latest build and see if it improves things:


The engine now compiles its internal draw list to a cached list of WebGL function calls, which execute very quickly. The calls are generated by higher-order functions, which cache parameters for the calls in their closures, such as variable locations in programs etc.

As a benchmark, the BioDigital Human, with all anatomy systems showing, jumped from 7FPS to 12FPS on my machine.

enjoy,
LK
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