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A follow-up on this one. Now textures are downloaded by WebWorkers using the transferable buffers.

Over multiple benchmark runs this results in another 32% CPU performance gain (WebWorkers vs single thread texture downloads)!

Thank you for point this out to me!



No problem. I just happen to be working on a somewhat similar project. It's strictly 360 photos and it's built around our company's foregin language instruction services, but I've had to deal with/am currently dealing with several similar issues. Indeed, the next major tech change I had planned was to also implement my own WebGL code and get rid of Three.js. I'd like to see if I could get the WebGL code running in a WebWorker with OffscreenCanvas, but I'm as-yet unsure if that will work with WebXR.




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