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by vardump
3399 days ago
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Well, I meant just fixed base cost in milliseconds. In other words, how long it takes to just output something extremely simple, say, a flat shaded triangle without external libraries. Not to measure resource loading and other initialization. Of course initialization and possible shader language, SPIR or whatever compilation will take time on top of that. Many current WebGL apps require a lot of large data, textures, meshes and libraries. Obviously loading those will take time. |
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You could, in theory, do that with WebGL. Google is all fired up about "preloading" lately. This is an authoring tool problem, and if WebGL games get serious, there will probably be author-side tools for this.