Normally performance of canvas 3D (WebGL™) using fast current graphics hardware
is outstanding. There are, however, older and/or slower devices
and/or host computers that have problems with high screen/canvas
resolutions. Some computers might not have a GPU at all (in which case
taccgl™ probably will run in 2D mode) or a slow GPU built into the CPU.
Mobile devices often have a GPU, which however often is slow.
Some mobile devices have high pixel ratios that require significant rendering performance.
taccgl™ then reduces the size of the drawing canvas,
effectively playing animations only in part of the window,
it disables shadows and switches from per-fragment to per-vertex
lighting. Finally it also reduces 3D canvas resolution.
animation starts and leaves calculations for individual frames almost
function (taccgl_draw3d) that is called once per frame and basically
just calls the canvas 3D drawArrays function to do the drawing.
If your target is a framerate of e.g. 60 fps taccgl_draw needs to
be called every 16ms. So you need to make sure, that all your
significantly less than 16ms or else you will expericence
WebGL™ is a trademark of the Khronos Group Inc.