Comments (1)
Hello and thanks for your questions,
Phoria.js has been extensively profiled (as I perform code tuning as part of my day job often, in Java/JS with cloud-scale applications).
None of the methods you mention caused a perform hit during real-world usage. Why? Because >90% of all CPU time for phoria.js process is taken up by rendering - and it's very hard to improve that - basically the canvas methods to render the various objects are the bottleneck. Modern JS code is extremely fast and there are many optimizations in the VMs that automatically apply.
Try profiling it yourself in Chrome inspector for instance with a heavy scene. You will see rendering is most of the problem, also sorting of large scenes can come up. If you see something when profiling that is an issue then of course raise it - but I've found from experience that second-guessing performance problems without profiling is almost guaranteed to be wrong!
Unfortunately there is no easy solution for the jaggy texture problem without increasing the segment count. The rendering in phoria.js is very primitive compared to webgl.
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