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| /*! | |
| * Copyright 2015 Google Inc. All rights reserved. | |
| * | |
| * Licensed under the Apache License, Version 2.0 (the "License"); | |
| * you may not use this file except in compliance with the License. | |
| * You may obtain a copy of the License at | |
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| * http://www.apache.org/licenses/LICENSE-2.0 | |
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| /* | |
| * @see https://developers.google.com/web/updates/2015/08/using-requestidlecallback | |
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Alirght... seems that using requestAnimationFrame we're able to do a little better, because we can actually simulate an idle cycle and then cap the amount of time we do work in it. With this approximate polyfill I threw together, the framerate of a fairly complex OpenGL animation doesn't drop at all with a splittable task running:
I'm using an OpenGL animation generated by ChatGPT:
Animation
And this code for the computation running on top of it: