I am currently working on a project involving a Three.js scene where I need to update textures after a certain period of time. However, I have noticed that updating the textures is causing a significant slowdown in the FPS, dropping it to 1-2 FPS for several seconds, especially when updating just a single texture.
Does anyone have any tips or tricks to speed up the process of updating textures? Any advice or insights on this matter would be greatly appreciated.
If you want to observe this behavior, simply click on the window in the example below. This will trigger the first texture update (another click will initiate the second texture update). If you attempt to zoom in after one of these clicks, you will notice that the screen freezes and the FPS drops significantly. Does anyone have a solution to address this issue?
<html>
<head>
<style>
html, body { width: 100%; height: 100%; background: #000; }
body { margin: 0; overflow: hidden; }
canvas { width: 100%; height: 100%; }
</style>
</head>
<body>
<script src='https://cdnjs.cloudflare.com/ajax/libs/three.js/88/three.min.js'></script>
<script src='https://rawgit.com/YaleDHLab/pix-plot/master/assets/js/trackball-controls.js'></script>
<script src='https://rawgit.com/mrdoob/stats.js/master/build/stats.min.js'></script>
<script type='x-shader/x-vertex' id='vertex-shader'>
precision highp float;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform vec3 cameraPosition;
attribute vec3 position;
attribute vec3 translation;
attribute float texIdx;
varying float vTexIdx;
void main() {
vec3 pos = position + translation;
vec4 projected = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
gl_Position = projected;
vTexIdx = texIdx;
float xDelta = pow(projected[0] - cameraPosition[0], 2.0);
float yDelta = pow(projected[1] - cameraPosition[1], 2.0);
float zDelta = pow(projected[2] - cameraPosition[2], 2.0);
float delta = pow(xDelta + yDelta + zDelta, 0.5);
gl_PointSize = 40000.0 / delta;
}
</script>
<script type='x-shader/x-fragment' id='fragment-shader'>
precision highp float;
uniform sampler2D a;
uniform sampler2D b;
varying float vTexIdx;
void main() {
int textureIndex = int(vTexIdx);
vec2 uv = vec2(gl_PointCoord.x, gl_PointCoord.y);
if (textureIndex == 0) {
gl_FragColor = texture2D(a, uv);
} else if (textureIndex == 1) {
gl_FragColor = texture2D(b, uv);
}
}
</script>
<script>
// Remaining JavaScript code...
</script>
</body>
</html>