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OpenGL Optimalisation 6

Roan requested to merge opengl/miscellaneous into develop

A few miscellaneous mini changes.

Changes:

  • Don't render twice when scaling to a node
  • Optimise the interaction handler code (since I found out that it could take advantage of some of the state update changes).
  • Visualisations now get to decide if they need antialisaing or not (should be a no if only shapes with a specialized shader are used).
  • Show a warning to the user if they are zooming into floating point rounding error territory (once per visualisation only, might require some fine tuning from someone with more angular/material experience).
  • Switch to WebGL 2 for a free 7% performance increase (apparently).

part of #207 (closed)

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