HTML5 Canvas and JavaScript
Mitchell Romanuik <[email protected]> Sat, 17 Dec 2011 11:57:27 -0800 (PST)
| Newsgroups | gmane.comp.mozilla.devel.embedding |
|---|---|
| Organization | http://groups.google.com |
| Message-ID | <[email protected]> |
Hi all, This is my first post so beware, I'm unaware if this question is in the correct forum. At the moment I have created my own animation engine which refreshes an html5 canvas while using the 2D context. The performance is amazing when doing basic transformations and animations. However when I download a video in some Video Tag by calling .load() the performance depletes (or so often every few CPU cycles) until the completion of video source transfer. Is there a way of determining this bottleneck? If someone was downloading say a 200mb file should the user wait until the end of that transfer to perform simple animations on his/her end? Any thoughts? Mitchell Romanuik.