Comments (2)
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 :)
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Thanks, works like a charm! I think it would be a nice addition to the source :)
from glslcanvas.
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from glslcanvas.