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14
Budgeting Frame Time
Philip Rideout
14.1 Introduction
In this chapter, we cover some common techniques for optimizing WebGL graphics
engines. At a high level, these techniques all focus on one of two questions: when and how
long. When is the best time to make WebGL calls? How long is the budget for a sequence
of WebGL-related tasks?
First, we’ll discuss when it’s appropriate to make GL calls. Calling any GL function
outside the requestAnimationFrame entry point can hurt performance. Even if we
make an innocent-looking call to uniform1f while onload is at the top of the stack,
we’ve violated this requirement. We’ll discuss a design technique ...