webgl - What is the best approach for making large number of 2d rectangles using Three.js -
two. Three in an attempt to de-visualization. Js no
I used d3.js to create an interactive visualization that includes thousands of nodes (rectangular shape). It is unnecessary to say that there were performance problems during the animation because the browser would have to create an STVG dom element for each of those 10 thousand nodes.
I want to make the same view using WebGL to take advantage of hardware acceleration.
Now three JS is a library which I have chosen because of my popularity (BTW, I looked at PixJs and its API did not appeal to me). I want to know that three What is the best way to do 2D graphics in JS.
I tried to create a I am missing something, I just need to know what is the oldest way to make the 2D rectangle and then identify them specifically so that I can draw them once to talk to them. Thanks for any help. Edit: Will you suggest using any other library from any spot? I think you are on the right track with viewing WebGL, but you Depending on what you are doing in your visualization, you may need to get close to the metal compared to the three JS "out of the box". I suggest that take a look at GLSL and see how you can apply your view using particle and piece shader. You can still use three JS for many WebGL pipelines. You probably need to go straight to the GLSL shader because you want to take most poly manipulation arguments from Javascript, at least as much as possible. At any time you ask js to tighten the situation to update the status of more than thousands polys ... you are going to struggle with CPU usage. Allow this to be more performing and top manipulation to pass JS pass in the data parameter for your shader Take a look here: for a good shader tutorial. / html> plain gymetry for each rectangle, but it seems that 10 thousand aircraft are not saying to go geometry (animation super dopers are slowing down ).
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