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Defaults to Stack Overflow : Browser Maximum height Maximum width Maximum area Chrome 32, pixels 32, pixels ,, pixels i. Flow content , phrasing content , embedded content , palpable content. Any element that accepts phrasing content. No corresponding role. Or alternatively, is there a difference in server-side generated images served as static files compared to client-side generated images written on canvas?

In , in Chrome, the same fiddle script takes 20MB of memory. Sign up or log in Sign up using Google. Sign up using Facebook. Sign up using Email and Password. Post as a guest Name. Email Required, but never shown. The Overflow Blog. Does ES6 make JavaScript frameworks obsolete? Podcast Do polyglots have an edge when it comes to mastering programming Featured on Meta. We can work around these issues by making just 1 large canvas that covers the entire window. We can use element.

This will solve both problems mentioned above. We'll only have one webgl context so we can share resources and we won't run into the context limit. First let's make a canvas that goes in the background with some content that goes in front.

First the HTML. Now let's make a few things to draw. Remember that a BufferInfo is just a list of buffers by name and the settings need to set their attributes.

Now let's make html items. For each one we'll create a container div and inside will be a view and a label. The view is just an empty div where we want to draw the item. The items array has a bufferInfo , a color and an element for each item. We loop over all the items one at a time and call element.

If it does we set the viewport and scissor to match and then draw that object. I made the code above use a requestAnimationFrame loop so I could animate the objects. I also passed which bufferInfo to draw to drawScene. The shader is just using the normals as colors to keep the shaders simple. If I added lighting the code would get much more complicated. Avoid the shadowBlur property whenever possible. Avoid text rendering whenever possible.

Try different ways to clear the canvas clearRect vs. With animations, use window. Be careful with heavy physics libraries.



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