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Real-Time 3D Graphics with WebGL 2

You're reading from   Real-Time 3D Graphics with WebGL 2 Build interactive 3D applications with JavaScript and WebGL 2 (OpenGL ES 3.0)

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Product type Paperback
Published in Oct 2018
Publisher Packt
ISBN-13 9781788629690
Length 500 pages
Edition 2nd Edition
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Authors (2):
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Farhad Ghayour Farhad Ghayour
Author Profile Icon Farhad Ghayour
Farhad Ghayour
Diego Cantor Diego Cantor
Author Profile Icon Diego Cantor
Diego Cantor
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Toc

Table of Contents (14) Chapters Close

Preface 1. Getting Started FREE CHAPTER 2. Rendering 3. Lights 4. Cameras 5. Animations 6. Colors, Depth Testing, and Alpha Blending 7. Textures 8. Picking 9. Putting It All Together 10. Advanced Techniques 11. WebGL 2 Highlights 12. Journey Ahead 13. Other Books You May Enjoy

Optimization Strategies

If you play around a little bit and increase the value of the ballsCount global constant from 50 to 500, you will start to notice that the frame rate degrades:

In the preceding screenshot, the rendering hovered roughly around 30 frames per second. Depending on your computer, the average time for the draw function can be higher than the frequency at which the animation timer callback is invoked. This will result in dropped frames. To correct this, we need to make the draw function faster. Let's see a couple of strategies to do this.

Optimizing Batch Performance

WebGL 2 adds some interesting features, such as geometry-instancing. This feature allows us to render the same instance of a single mesh...

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