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WebGL Beginner's Guide

You're reading from   WebGL Beginner's Guide If you're a JavaScript developer who wants to take the plunge into 3D web development, this is the perfect primer. From a basic understanding of WebGL structure to creating realistic 3D scenes, everything you need is here.

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Product type Paperback
Published in Jun 2012
Publisher Packt
ISBN-13 9781849691727
Length 376 pages
Edition 1st Edition
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Table of Contents (18) Chapters Close

WebGL Beginner's Guide
Credits
About the Authors
Acknowledgement
About the Reviewers
www.PacktPub.com
Preface
1. Getting Started with WebGL FREE CHAPTER 2. Rendering Geometry 3. Lights! 4. Camera 5. Action 6. Colors, Depth Testing, and Alpha Blending 7. Textures 8. Picking 9. Putting It All Together 10. Advanced Techniques Index

Optimization strategies


If you play a little and increase the value of the global constant NUM_BALLS from 50 to 500, you will start noticing degradation in the frame rate at which the simulation runs as shown in the following screenshot:

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. We need to make the draw function faster. Let's see a couple of strategies to do this.

Optimizing batch performance

We can use geometry caching as a way to optimize the animation of a scene full of similar objects. This is the case of the bouncing balls example. Each bouncing ball has a different position and color. These features are unique and independent for each ball. However, all balls share the same geometry.

In the load function, for ch5_BouncingBalls.html we created 50 vertex buffer objects (VBOs) one for each ball. Additionally, the same geometry is loaded 50 times,...

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