Type: Posts; User: sphere
Thank you for detailed response!
getUniformLocation returns WebGLUniformLocation object even if there is no uniform in program (for example, getAttribLocation returns -1 in this case).
How to check if an uniform really exists?
I talk about my own tests. I`ve tested an empty scene on several configs with the same result: tooo low fps, high cpu load.
UltimateConquest consists of several balls. I don't want to minish it, but...
Maybe, but I can't believe that 30(70) fps and ~100% cpu loading in empty scene is normal for hardware rendering. I think it's some kind of gaps in early implementation.
I thought, an empty canvas or scene like this should show a thousands fps :|
2Coolcat: I`ve tried several canvas size definitions with the same result. It`s really looks like software processing.
Did you fix it? How many fps do you have now?
Same result without flush().
I`ve tested it on 2 different configs -- slow on both.
I create an empty 1680?1050px canvas with gl.clear only. It shows ~30 fps in Chrome on E8400@3000Ghz & 8800 GTS.
Where I am wrong?
Here is the code:
<!DOCTYPE HTML PUBLIC...