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[Public WebGL] Buffer size and viewport
Hi
Desktop GL programming frequently requires that the user sets the window
size as part of the game/application setup. This means that normally the
viewport can be set to (0, 0, displaybufferwidth, displaybufferheight).
However, in a WebGL application it is likely to be very common that the
window size will change due to use input.
The default with WebGL is to set the buffer size to that of the canvas
element and the viewport to that as well. This means that if the window
is resized to greater dimensions than the original canvas size the
display buffer must be discarded and a new buffer initialized - this
takes time. One option that I can see is to make the display buffer
considerably bigger than the canvas element - perhaps by doing some
calculation based upon my UI layout and the underlying screen size and
setting this value when creating the context.
Then as the canvas is resized I simply set the viewport size to match
the size of the canvas element, until, of course, it exceeds the
underlying buffer size.
Does anyone have any feel to the relationship between viewport size and
buffer size and performance? In other words, if I allocate a larger
buffer than I actually display in the view port, is this likely to cause
a significant performance issue?
Thanks in advance,
Alan
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