Skip to content

Conversation

@Axel-Jacobsen
Copy link

Howdy!

The function call of checkFramebufferStatus in texture.js takes about 37% of drawTo calls on Chrome, by my profiling:

with_checkFrameBufferStatus.json.zip

On analysis, when checkFramebufferStatus returns with something other than FRAMEBUFFER_COMPLETE, an error is thrown.

If an error is not manually thrown, an error would still pop-up no? If the if-statement is removed, the only thing lost is a bit of clarity (occasionally, I haven't ever bumped into this issue) for a 40% gain of efficiency.

Simply removing this if-statement speeds things up:

without_getFramebufferStatus.json.zip

Perhaps I am missing something that checkFramebufferStatus does, and if this is the case please let me know!

Cheers, I adore glfx.js!

@Axel-Jacobsen Axel-Jacobsen changed the title remove checkFramebufferStatus call in texture.js drawTo remove checkFramebufferStatus call in texture.js drawTo Feb 22, 2022
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

1 participant