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What are the limitations of WebGL and Canvas for html5?

If I wanted to mak开发者_高级运维e a simulated boids experiment in either of the technologies, what limitations would I be under.

For example I have a boids simulation working in canvas with 100,000 particles but I am unable to work with a million as the browser crashes. This may be possible in WebGL with hardware acceleration.

So what limitations do these 2 technologies have with complex scenes?


The limitations of the graphics card apply to WebGL as well of course, there is little a browser can do to compensate those. For example, I noticed that WebGL samples with the texture size 4000x4000 don't work with my (on-board) graphics chip. Animating a large number of objects will likely overburden low-end graphics cards as well.

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