-
Notifications
You must be signed in to change notification settings - Fork 5
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Experiment: Render the entire sim in WebGL #251
Comments
I'll create branches in scenery, scenery-phet and fluid-pressure-and-flow called "experimental-webgl-support". |
Branches pushed above. Note that SubSupText in scenery-phet was creating new nodes frequently and was causing performance problems during animation. That could be a performance problem in svg/canvas2d as well as webgl. |
Here is a version that launches the "flow" screen with WebGL only (and unknown nodes rendered as rectangles). I also converted the flow particles from CanvasNode to regular scenery Rectangles--perhaps they should be converted to WebGLNode? |
I decided to track this work in scenery, see link above. Closing. |
In order to estimate an upper bound on performance and provide a way to incrementally add support for WebGL for different node types, I am experimenting with rendering the entire sim in WebGL. Components that do not have a WebGL node can be temporarily rendered as rectangles or equivalent. This issue is to track progress and keep notes on what's been done on this investigation.
The text was updated successfully, but these errors were encountered: