WebGL Performance

2016/10/16 3D,C,WebGL

I’m working on a multi-platform C and OpenGL based UI renderer and displaying things in 60 fps is essential.

It works well on desktop and mobile OS’s and it looks good in WebGL on my non-retina Macbook Air but sadly on retina Macbook Pro’s the framerate is dying in case of big browser windows ( ~more than 50% of the screen ).

After a few days of trial and research I figured out the following :

So what did I learn?

Anyway I rewrote my UI renderer to use as few function calls as possible, use as much glTexSubImage2D and glBufferSubData calls as possible instead of full uploads and now it uses bitmaps for text fields instead of individual textured quads for letters and I’m almost satisfied.