Testing rendering to full-screen texture.
Requires to turn off mipmapping to be able to use non-power of two texture. Effect of texture size on performance is noticeable, also there is no antialiasing (default in Chrome is I think 4x multisampling). So I guess full-screen postprocessing will be quite costly :(. That's the price of WebGL always running at full-blown high resolution. This could be somehow mitigated by faking lower resolutions via smaller texture, though I guess it still wouldn't be the same as having lower resolution set by GPU driver (this is a major help with performance in games - I never run full 1680 x 1050).
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