obsidio | CLI for TCP and UDP flood attacks | Hacking library
kandi X-RAY | obsidio Summary
kandi X-RAY | obsidio Summary
CLI for TCP and UDP flood attacks.
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QUESTION
I am having a problem with rendering 2d sprites to a GL canvas. When my browser is on a lower resolution monitor it renders at a higher FPS than if it's rendering in a higher resolution monitor.
Mac Retina Display: 2880x1800 = ~20 FPS
External Monitor: 1920x1080 = ~60 FPS
WebGL is rendering at a faster FPS on my 1080 resolution monitor than it is on the Mac retina display.
What is the best practice to force WebGL to render at a lower resolution? I have tried looking for sources to help answer this but can't find anything online.
I've tried lowering the resolution as follows:
...ANSWER
Answered 2017-Dec-07 at 17:33Per MDN's WebGL best practices:
Rendering to a canvas can be done at a different resolution than the style sheet will eventually force the canvas to appear at. If struggling with performance you should consider rendering to a low resolution WebGL context and using CSS to upscale its canvas to the size you intend.
WebGL will render based on your canvas' width and height attributes. A canvas that looks like this: will render at 256x256. However, you can then scale up your drawing by styling your canvas with CSS:
canvas {width: 512px;height: 512px;}
will display your rendered image at an upscaled 512x512.
Run the snippet below and you'll see the output:
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