惯性聚合 高效追踪和阅读你感兴趣的博客、新闻、科技资讯
阅读原文 在惯性聚合中打开

推荐订阅源

Cisco Talos Blog
Cisco Talos Blog
freeCodeCamp Programming Tutorials: Python, JavaScript, Git & More
爱范儿
爱范儿
奇客Solidot–传递最新科技情报
奇客Solidot–传递最新科技情报
Jina AI
Jina AI
雷峰网
雷峰网
The Register - Security
The Register - Security
The Cloudflare Blog
博客园 - 【当耐特】
M
MIT News - Artificial intelligence
I
InfoQ
博客园 - 三生石上(FineUI控件)
H
Help Net Security
博客园 - 司徒正美
Vercel News
Vercel News
WordPress大学
WordPress大学
S
SegmentFault 最新的问题
云风的 BLOG
云风的 BLOG
B
Blog
Google DeepMind News
Google DeepMind News
B
Blog RSS Feed
L
LangChain Blog
人人都是产品经理
人人都是产品经理
GbyAI
GbyAI
T
The Blog of Author Tim Ferriss
T
Tailwind CSS Blog
aimingoo的专栏
aimingoo的专栏
让小产品的独立变现更简单 - ezindie.com
让小产品的独立变现更简单 - ezindie.com
Recorded Future
Recorded Future
小众软件
小众软件
Martin Fowler
Martin Fowler
罗磊的独立博客
Stack Overflow Blog
Stack Overflow Blog
钛媒体:引领未来商业与生活新知
钛媒体:引领未来商业与生活新知
酷 壳 – CoolShell
酷 壳 – CoolShell
腾讯CDC
CTFtime.org: upcoming CTF events
CTFtime.org: upcoming CTF events
Apple Machine Learning Research
Apple Machine Learning Research
Cyber Security Advisories - MS-ISAC
Cyber Security Advisories - MS-ISAC
博客园 - Franky
Hugging Face - Blog
Hugging Face - Blog
Y
Y Combinator Blog
V
Visual Studio Blog
F
Fortinet All Blogs
Microsoft Azure Blog
Microsoft Azure Blog
大猫的无限游戏
大猫的无限游戏
Engineering at Meta
Engineering at Meta
N
Netflix TechBlog - Medium
V
V2EX
Blog — PlanetScale
Blog — PlanetScale

WebGL Fundamentals

WebGL Using 2 or More Textures WebGL Implementing DrawImage WebGL 2D Matrices WebGL Implementing A Matrix Stack WebGL 2D Rotation WebGL 2D Scale WebGL 2D Translation WebGL - Rasterization vs 3D libraries WebGL 3D - Cameras WebGL 3D Geometry - Lathe WebGL 3D - Directional Lighting WebGL 3D - Point Lighting WebGL 3D - Normal Mapping WebGL 3D - Spot Lighting WebGL - Orthographic 3D WebGL 3D Perspective Correct Texture Mapping WebGL 3D Perspective WebGL Textures WebGL and Alpha WebGL - Animation WebGL Anti-Patterns WebGL Attributes WebGL Boilerplate WebGL - Cross Origin Images WebGL Cross Platform Issues WebGL Cubemaps WebGL 3D - Data Textures WebGL - Drawing Multiple Things WebGL Drawing Without Data WebGL Environment Maps (reflections) WebGL Fog WebGL Framebuffers WebGL Fundamentals WebGL GPGPU WebGL How It Works WebGL Image Processing Continued WebGL Image Processing WebGL Indexed Vertices WebGL Optimization - Instanced Drawing WebGL - Less Code, More Fun WebGL Load Obj with Mtl WebGL Load Obj WebGL Matrices vs Math Matrices WebGL Multiple Views, Multiple Canvases WebGL Picking WebGL Planar and Perspective Projection Mapping WebGL Points, Lines, and Triangles WebGL Post Processing WebGL Precision Issues WebGL Pulling Vertices Accessing textures by pixel coordinate in WebGL2 A simple way to show the load on the GPU's vertex and fragment processing? Apply a displacement map and specular map Can anyone explain what this GLSL fragment shader is doing? Can I mute the warning about vertex attrib 0 being disabled? Create image warping effect in WebGL Creating a smudge/liquify effect How to draw Depth Sprites Determine min/max values for the entire image Don't blend a polygon that crosses itself Drawing 2D image with depth map to achieve pseudo-3D effect Drawing a heightmap Drawing layers with different points Drawing Many different models in a single draw call Drawing textured sprites with instanced drawing Efficient particle system in javascript? (WebGL) Emulating palette based graphics in WebGL FPS-like camera movement with basic matrix transformations Get the size of a point for collision checking GLSL shader to support coloring and texturing How can I compute for 500 points which of 1000 line segments is nearest to each point? How can I create a 16bit historgram of 16bit data How can I get all the uniforms and uniformBlocks How can I move the perspective vanishing point from the center of the canvas? How to Achieve Moving Line with Trail Effects How to bind an array of textures to a WebGL shader uniform? How to blend colors across 2 triangles How to combine more text drawing into fewer draw calls How to control the color between vertices How to create a torus How to detect clipped triangles in the framgment shader How to determine the average brightness in a scene? How to draw correctly textured trapezoid polygons How to fade the drawing buffer How to figure out how much GPU work to do without crashing WebGL How to get audio data into a shader How to get code completion for WebGL in Visual Studio Code How to get the 3d coordinates of a mouse click How to get pixelize effect in webgl? How to implement zoom from mouse in 2D WebGL How to import a heightmap in WebGL How to load images in the background with no jank How to make a smudge brush tool How to make WebGL canvas transparent How to optimize rendering a UI How to prevent texture bleeding with a texture atlas How to process particle positions How to read a single component with readPixels How to render large scale images like 32000x32000 How to simulate a 3D texture in WebGL
Recording FPS in WebGL
WebGLFundame · 2025-02-26 · via WebGL Fundamentals

Question:

I am trying to compare performance for 3d applications on mobile devices. I have a 3d solar system set up in webGL and im trying to record or at least display the FPS. So far this is what i Have:

in the body

<script language="javascript">
var x, message;
x = Time;
message = "fps is equal to ";
document.write (message); // prints the value of the message variable
document.write (x); //prints the value of x
</script>

and to get The Time Var in the draw function of canvas i have this

var Time = 0;
function drawScene() {
var startTime = new Date();
//draw scene here
var endTime = new Date();
Time = (endTime - startTime)
}

the output i get at the bottom of the canvas is "fps is equal to null"

any help would be great!

Answer:

Displaying FPSs is pretty simple and has really nothing to do with WebGL other than it's common to want to know. Here's a small FPS display

Use requestAnimationFrame for animation because that's what it's for. Browsers can sync to the screen refresh to give you buttery smooth animation. They can also stop processing if your page is not visible. setTimeout on the other hand is not designed for animation, will not be synchronised to the browser's page drawing.

You should probably not use Date.now() for computing FPS as Date.now() only returns milliseconds. Also using (new Date()).getTime() is especially bad since it's generating a new Date object every frame.

requestAnimationFrame already gets passed the time in microseconds since the page loaded so just use that.

It's also common to average the FPS across frames.

The question and quoted portions thereof are CC BY-SA 3.0 by tim from here