remove checkFramebufferStatus
call in texture.js
drawTo
#59
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Howdy!
The function call of
checkFramebufferStatus
intexture.js
takes about 37% ofdrawTo
calls on Chrome, by my profiling:with_checkFrameBufferStatus.json.zip
On analysis, when
checkFramebufferStatus
returns with something other thanFRAMEBUFFER_COMPLETE
, an error is thrown.If an error is not manually thrown, an error would still pop-up no? If the if-statement is removed, the only thing lost is a bit of clarity (occasionally, I haven't ever bumped into this issue) for a 40% gain of efficiency.
Simply removing this if-statement speeds things up:
without_getFramebufferStatus.json.zip
Perhaps I am missing something that
checkFramebufferStatus
does, and if this is the case please let me know!Cheers, I adore glfx.js!