Google I/O 2011: WebGL Techniques and Performance

The math library I'm using TLD or 3D library
File at
WebGL math benchmarks
WebGL based on OpenGL ES 2.0 with zero extention

world *viewProj mtx

reduce draw call --- use one large buffer

64,000 polygons per draw call
index primitive 16bit

particle library on WebGL wiki
(This one which is more stand alone
And this one which is integrated with the TDL library

(Library presented in the video is named ThreeD Library. You can find it on googlecode.
You can use ThreeJS which is much, much easier, and then there is SparksJS for particles in ThreeJS.  Thanks, Mackovy )

3D textures not be support. spread it out
into a 2D texture

Post Processing

never call gl.get anything while render

// don't touch render buffer while rendering
gl.framebufferTexture2D(); //bad
if ( gl.checkFramebufferStatus() ) // bad
attach texture to frame buffer is a slow process

requestAnumationFrame( render, canvas )

send people to for troubleshooting

WebGL inspector let you inspect WebGL programs like PIX or gDebugger



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