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As p5 sees increased adoption for mobile AR/VR, what can we do to make sure things run more smoothly? Here are a few points to discuss:
- After Stroke cap+join support for WebGL #5802, stroke rendering is a bit heavier than it used to be. Is this a bottleneck? Should we add a
NONE
stroke cap/join type so that applications targeting mobile can opt out of the extra geometry of higher fidelity strokes? - After Modify the shader so that the line can be colored per vertex #5915, per-stroke colors are used to allow interpolation in the same way fill interpolation works. Is this a bottleneck? Should we offer methods to disable all per-vertex colors for the sake of performance?
- Drawing the same shape repeatedly would be more efficient if it is cached on the GPU as a p5.Geometry. Is this an optimization that most sketches would benefit from? If so, should we provide an easier way to create these? (The ability to construct custom
p5.Geometry
using existing modeling commands. #5393)
In general, it seems like we should do some profiles to get some data on what parts are slowest on mobile in order to decide what approach would help.
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