Lots-O-Objects Benchmark

This sample attempts to draw as many objects as possible at 60 frames.

Before running this test you should turn off as many other programs as you can

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Also see Lots-O-Images.

Lots O Objects - DrawElements
Lots O Objects - DrawElements - preserveDrawingBuffer:true
Lots O Objects - DrawElements - antialias:true
Lots O Objects - DrawElements - antialias:true & preserveDrawingBuffer:true

This sample uses the standard drawElements function call, once for each object.

There are 3 types of objects. A sphere, a cube and a cone. They are drawn in batches of 50 to simulate a semi-optimized game. In other words, WebGL is setup to draw a sphere (setting the program, the attributes, and common uniforms), then 50 spheres are drawn one at a time (setting the uniforms that are unique for the sphere, then calling gl.drawElements). Followed by the next group of 50 and so on.



Lots O Objects - DrawElements With Alpha

This is exactly the same as Lots O Object - DrawElements above except here we have the default backbuffer with alpha.



Lots O Objects - DrawElements With Alpha Multisample

This is exactly the same as Lots O Object - DrawElements with Alpha above except here we also have the default multi-sampling on.


Click here to see some other techniques for optmization.