add fps limit of 30

This commit is contained in:
Emile Clark-Boman 2026-01-31 14:08:08 +10:00
parent 7faeca627b
commit efdedb23b8

View file

@ -70,21 +70,29 @@ function renderShader(gl, vsSource, fsSource) {
// Draw the scene // Draw the scene
// drawScene(gl, programInfo, buffers, 0); // drawScene(gl, programInfo, buffers, 0);
const fpsLimit = 30;
const fpsDelta = 1000 / 30;
// let timePrev = 0; // let timePrev = 0;
// requestAnimationFrame asks the browser to call render, // requestAnimationFrame asks the browser to call render,
// providing the time in milliseconds since the page loaded // providing the time in milliseconds since the page loaded
function render(time) { function render(time) {
time *= 0.001; // convert to seconds time *= 0.001; // convert to seconds
// deltaTime = time - prevTime; // delta = time - timePrev;
// prevTime = time;
drawScene(gl, programInfo, buffers, time); drawScene(gl, programInfo, buffers, time);
setTimeout(() => requestAnimationFrame(render), fpsDelta);
}
function update() {
requestAnimationFrame(render); requestAnimationFrame(render);
} }
requestAnimationFrame(render);
// XXX: TODO: read this guide it's great! https://stackoverflow.com/questions/56998225/why-is-rendering-blurred-in-webgl // XXX: TODO: read this guide it's great! https://stackoverflow.com/questions/56998225/why-is-rendering-blurred-in-webgl
// window.addEventListener('resize', render); // window.addEventListener('resize', render);
requestAnimationFrame(render);
// update();
// setInterval(update, 1000 / fpsLimit);
} }
function fetchShader(name) { function fetchShader(name) {