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hey just wondering if there was any reason you went with a setTimeout in the renderer here? just out of simplicity?
I'm thinking requestAnimationFrame might be a bit better (to render on the paints)…
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Calling requestAnimationFrame() in the live-editor and then continuing to edit code causes a huge stack-up of animation frame requests, causing the canvas to run more code faster and faster until it l…
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Would be nice to optionally support a requestAnimationFrame backend. requestAnimationFrame has the advantage of being lighter on resource usage on out of focus tabs at the cost of longer timeout.
I ca…
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The typescript code includes a couple timers for Seconds and Millisecond alarms.
Small question about those - can we switch to performance.now() instead of Date.now() ?
On a bigger topic - anim…
dakom updated
5 years ago
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**Issue by [benshayden](https://github.com/benshayden)**
_Tuesday Jul 28, 2015 at 18:24 GMT_
_Originally opened as https://github.com/google/trace-viewer/issues/1145_
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**Describe the bug**
//* Under High GPU Load Due to GPU Resource Contention will cause any app to potentially have issues with ludicrous mode on. Also, it is exasperated if you connect to your mach…
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Hi, it's a amazing program and I'm very interested in it.
I have some questions , I notice that OrbitControls and requestAnimationFrame is not used, and after I add some line2 (about 500), the FPS i…
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We should have an idiomatic Rust utility crate for working with
* [x] a single `requestAnimationFrame`
* [ ] a `requestAnimationFrame` loop (reusing the same function)
* [ ] debouncing `requestAn…
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Thank you :)
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I'm debugging some performance issues in our app. While looking through the code I saw that bs-tea doesn't use requestAnimationFrame, seemingly by accident.
In [scheduleRender](https://github.com/O…