- From: Evan Nowak <enowak@onshape.com>
- Date: Tue, 10 Feb 2015 13:31:07 -0600
- To: public-web-perf@w3.org
- Message-ID: <CAB-P728XenA9jsY7Bi_k-7tTXuNJbm2gHVp7wnRdR6VKsnK7aA@mail.gmail.com>
Greetings, I work with WebGL on a regular basis and I’ve had difficulty finding a robust way to measure interactive framerates. Timing intervals between requestAnimationFrame callbacks provides decent results when in an animation loop. However, my application’s frames are event-driven, so there isn’t a persistent rendering loop with which to measure framerate. I was excited when I encountered the frame timing api, because it looks like it might be useful in the context of my problem. After spending some time perusing the draft spec and the “explainer <https://github.com/w3c/frame-timing/wiki/Explainer>”, I haven’t seen any explicit mention of using the API for timing WebGL frames. However, it seems like this could be done, assuming the WebGL work done for one frame can be correlated to a composite event. Since I haven’t seen any explicit mention of WebGL, I wanted to email this group for two reasons: 1) To express interest in the API as a WebGL developer, so that you know the interest is out there. 2) To ask: will the API, as it stands now, support timing of frames with WebGL content? Thanks, Evan
Received on Wednesday, 11 February 2015 13:16:12 UTC