Drawing on large canvases is slow, 2X slower than Chrome.
Categories
(Core :: Graphics: Canvas2D, defect, P3)
Tracking
()
People
(Reporter: mbx, Unassigned)
References
(Depends on 1 open bug, Blocks 1 open bug)
Details
(Whiteboard: [gfx-noted])
Attachments
(1 file)
(deleted),
text/html
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Details |
Reporter | ||
Updated•10 years ago
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Updated•9 years ago
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Comment 3•8 years ago
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Comment 4•8 years ago
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Updated•8 years ago
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Updated•8 years ago
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Comment 5•8 years ago
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Updated•7 years ago
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Updated•6 years ago
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I notice a big performance difference with https://neal.fun/deep-sea/
Comment 7•3 years ago
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Hi all,
We're also experiencing this problem of getImageData / drawImage performance. Here is a demo to reproduce
https://demo.scichart.com/javascript-multi-pane-stock-charts
Try using the mouse wheel in this chart demo on Firefox vs. Chrome. The performance difference is HUGE!
What we're doing. We have one WebGL canvas which we draw to, and we use getImageData() / drawImage() to read back pixels from webgl and write into HTML5 canvas. This gets around the limitation of number of webgl canvases per browser.
The only workaround we have is to render directly to WebGL canvas but that limits the # of charts we can have on a screen.
Performance difference is massive between Firefox & Chrome. So much so we're recommending to our users they must use chrome.
Any help appreciated. Can also supply further info if requested.
Comment 8•3 years ago
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The bug assignee didn't login in Bugzilla in the last 7 months.
:lsalzman, could you have a look please?
For more information, please visit auto_nag documentation.
Updated•3 years ago
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Updated•2 years ago
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Description
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