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PixelsCommander avatar PixelsCommander commented on May 30, 2024

Hello

Every time you update content of html-gl element you do rasterization
operation and uploading rasterized content to GPU. You may try making every
list item a new html-gl. This will not update the rest.

2015-10-09 22:45 GMT+02:00 goersen [email protected]:

Hi,
I'm currently reviewing some Web-GL Frameworks regarding their
performance, featureset etc.
HTML-GL looks very much like an awesome job done, great work!

But I'm having an Issue regarding some basic functionality on
DOM-Manipulation. Consider this super simple page:

<title></title> <script src='vendor/htmlgl/htmlgl.min.js'></script> <script src='vendor/htmlgl/htmlgl-effects.min.js'></script>
Test HTML-GL
Test Plain HTML
<script type="text/javascript"> window._testGL = document.getElementById('test-gl'); window._testPlain = document.getElementById('test-plain'); window._str = ''; for (var i = 0; i < 100; i++) { window._str += '
hello world
the content
'; }; console.log('string prepared'); window._running = false; window._start = function(element) { if(window._running) { return; } window._running = true; window[element].innerHTML = window._str; }</script>

Try it and you will see, that HTML-GL takes some time, while plain HTML
renders everything instantly. Increasing the loop-counter will eventually
break the canvas.

This is just a List of 100 unstyled items simulating a title and content,
so I assume I'm doing something wrong. Could you point me in the right
direction, or are Item-Lists (i.e. a few more elements) something HTML-GL
is not made for?

Thanks and keep up the awesome work!


Reply to this email directly or view it on GitHub
#65.

from html-gl.

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