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JL102 avatar JL102 commented on July 28, 2024

I edited glslCanvas myself to add that functionality, and it works quite well. Here's what I changed:

  • Added this on line 1451 (after it loads the shader) to take a "data-framerate" attribute:
// Set framerate
if (canvas.hasAttribute('data-framerate')) {
    this.framerate = parseInt(canvas.getAttribute('data-framerate'));
}
  • Changed RenderLoop:
function RenderLoop() {
    if (sandbox.nMouse > 1) {
        sandbox.setMouse(mouse);
    }

    if (sandbox.resize()) {
        sandbox.forceRender = true;
    }

    sandbox.render();
    if (sandbox.framerate) {
        window.setTimeout(() => {
            sandbox.animationFrameRequest = window.requestAnimationFrame(RenderLoop);
        }, Math.floor(1000 / sandbox.framerate));
    }
    else {
        sandbox.animationFrameRequest = window.requestAnimationFrame(RenderLoop);
    }
}

With the framerate set to 30, there's not even a noticeable difference, and idle CPU usage is down to 2-3%!
Others might like the functionality, if you want to add it to the source :)

from glslcanvas.

benosse avatar benosse commented on July 28, 2024

Thanks, works like a charm! I think it would be a nice addition to the source :)

from glslcanvas.

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