Try compiling Cosmic Protector, it doesn’t use primitives for drawing.
From: Max Savenkov [mailto:max.savenkov@xxxxxxxxxx]
Sent: June 15, 2014 2:10 AM
I've done more profiling with debugging and profiling information enabled (-g4 -profile), and I'm positive that the main culprit is Primitives addon. You see, every time we use vertex array, Emscripten's OpenGL ES 2 emulation has to create a temporary vertex buffer (and then dispose of it). The main rendering code, which draws bitmaps, uses just one big vertex array, and therefore emulation has a small impact on performance. But take a look at GameDraw in game.c: it calls al_draw_prim many, many times every frame. For every such call, emulation layer has to create a vertex buffer and copy data from vertex array into it. The worst part is the code that draws water, but Skater uses Primitives extensively. So I think it is not a very representative code.
15.06.2014 0:26, Daniel Leslie пишет:
I just profiled this on my sluggish laptop, an older E350 machine, and nailed around 8fps on average.
I'm not too familiar with profiling HTML5, but the main culprits appear to be:
56% in WCF__flushMessageQueue()
This is an internal, and only around 1% was lost to call-outs. My uneducated guess is that there's a tonne of message handlers registered that it's iterating through, or an equally enormous amount of unhandled messages.
16% in _glDrawArrays()
This is in skater_r.js.
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