JSFiddle - React, Tailwind, and code Playground
by Drath
HTML
<p>Testing performance of canvas drawing from image or drawing from another canvas (pre-rendering).</p>
<canvas id="test" width="400" height="400"></canvas>
<canvas id="test2" width="400" height="400"></canvas>
JavaScript
canvas = document.getElementById('test');
ctx = canvas.getContext('2d');
canvas2 = document.getElementById('test2');
ctx2 = canvas2.getContext('2d');
tiles = new Image();
tiles.onload = function() {
ctx2.drawImage(tiles,0,0);
//Draw on to the canvas from Image
//23ms (Chrome 19, Windows 7 64-Bit)
//18ms (Firefox 13, Windows 7 64-Bit)
console.time("Test");
for(var i = 0; i <= 5000; i++) {
ctx.drawImage(tiles,0,0);
}
console.timeEnd("Test");
//Draw on to the canvas from another canvas
//17ms (Chrome 19, Windows 7 64-Bit)
//24ms (Firefox 13, Windows 7 64-Bit)
console.time("Test2");
for(var i = 0; i <= 5000; i++) {
ctx.drawImage(ctx2.canvas,0,0);
}
console.timeEnd("Test2");
}
tiles.src =...