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Re: [Public WebGL] frame timing and continous scaling



I've also ran this comparison on OSX with the same conclusion as on windows. use start/end frame synchronization. With chrome use gl.readPixels to synchronize with other UAs use gl.finish.

Safari reference without synchronization:

Inline image 1

Safari with synchronization. An outstanding example nearly perfect behavior.

Inline image 2

Firefox reference without finish.

Inline image 3

Firefox with finish:

Inline image 4

Chrome reference without finish.

Inline image 5

Chrome with finish (gl.readPixels)

Inline image 6

I've ran these test as well with the integrated Intel HD GPU. The results are basically the same, although a bit more noisy and the intel driver seems to do some odd scaling things by itself, but the basic method still works.