On Sat, Dec 3, 2016 at 1:11 PM, Volker Braun <vbraun.n...@gmail.com> wrote: > Well if the scene is static, the controls didn't change, and the canvas size > didnt't change then your callback in requestAnimationFram should just do > nothing instead of repainting the unchanged scene, right?
+1 -- I just checked and our three.js implementation for SMC doesn't have this problem. It's definitely not a necessary "standard technique for JavaScript animations in the browser" to burn CPU needlessly. -- William > > > > On Saturday, December 3, 2016 at 9:46:50 PM UTC+1, Paul Masson wrote: >> >> >> >> On Friday, December 2, 2016 at 11:47:40 PM UTC-8, tdumont wrote: >>> >>> >>> But why is three.js consuming cpu when the browser shouls have nothing >>> to do ? (no interaction). >> >> >> There is a rendering loop that runs continuously to call >> requestAnimationFram(). This is a standard technique for JavaScript >> animations in the browser. > > -- > You received this message because you are subscribed to the Google Groups > "sage-devel" group. > To unsubscribe from this group and stop receiving emails from it, send an > email to sage-devel+unsubscr...@googlegroups.com. > To post to this group, send email to sage-devel@googlegroups.com. > Visit this group at https://groups.google.com/group/sage-devel. > For more options, visit https://groups.google.com/d/optout. -- William (http://wstein.org) -- You received this message because you are subscribed to the Google Groups "sage-devel" group. To unsubscribe from this group and stop receiving emails from it, send an email to sage-devel+unsubscr...@googlegroups.com. To post to this group, send email to sage-devel@googlegroups.com. Visit this group at https://groups.google.com/group/sage-devel. For more options, visit https://groups.google.com/d/optout.