Managing Large Image Sets Using Javascript on MobileSafari

I’m looking at ways to manage a large set of images in Mobile Safari for iPad. In this case, I have a web application that will move images using CSS3 webkit animation (presumably using the hardware for this).

I noticed that if I have more than 10 large images (200-300K each), I encounter big performance problems. Animation is unstable, etc.

I read that in some Safari it stops accepting images and shows an icon ? ., The workaround is to draw a picture in the cell CANVAS, using drawImage().

Besides the fact that based CANVASon the basis of work, does anyone have a strategy for uploading / downloading images (say, from 30 to 100 images of 300 KB each) as needed? (I guess not, but it's worth asking)

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2 answers

You probably want to check out this blog post: iPad + HTML5 + Javascript Memory Management .

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The GPU has a limited amount of texture memory. Image rendering uses this resource. Once you are done, the OS spends a lot of time unloading / reloading texture memory.

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Source: https://habr.com/ru/post/1764693/


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