Thx,

I use firefox 26 on Ubuntu.
(I use AMS.JS so I think I can only use firefox?)

I will try to put it up on a server, as soon as I figure out how to
compress my js and data files, they are far too large at the moment, and I
understand that lzma is deprecated, and server side compression is
preferred.
I know very little about web servers, so have to investigate.
(16M js and 24M data. Ugh... )

Bram



On Fri, Jan 24, 2014 at 3:46 PM, Alon Zakai <[email protected]> wrote:

> There are big differences in browsers here, which browser and version did
> you test in? Is there a url we could test as well?
>
> - Alon
>
>
>
> On Fri, Jan 24, 2014 at 3:29 PM, Bram Stolk <[email protected]> wrote:
>
>> Hi,
>>
>>
>> So I use a GLSL v1 shader with GLES2 and SDL.
>> I'm happy to report that in a small window mode, I actually hit 60fps in
>> the emscripted JavaScript.
>> That's awesome!
>>
>> Now, if I switch to full screen, my fps drops to 30.
>> Normally, this is not that strange: more pixels, means that the GPU
>> fill-rate can't keep up.
>>
>> But weirdly enough, the native version (c++) of my game can do 60
>> regardless of window size.
>> Even though I use exactly the same vertex and fragment shaders in both
>> the native and emscripted version.
>>
>> How could it be that the webgl version struggles with fill-rate, but the
>> native version is just fine?
>> It does not really make sense to me.
>>
>> Does the webgl version need to read back the entire frame-buffer to bring
>> it back into the browser or something?
>>
>> Is a full screen mode by a browser different from a native full screen?
>>
>> Thanks,
>>
>>  Bram
>>
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