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shadow (clip vs draw)
(version: 0)
Comparing performance of:
clip vs draw
Created:
8 years ago
by:
Guest
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Script Preparation code:
var c1 = document.createElement('canvas'); c1.width = 3500; c1.height = 3500; var c2 = document.createElement('canvas'); c2.width = 3500; c2.height = 3500; var c3 = document.createElement('canvas'); c3.width = 3500; c3.height = 3500; var ctx1 = c1.getContext('2d'); var ctx2 = c2.getContext('2d'); var ctx3 = c3.getContext('2d'); function clip() { ctx1.beginPath(); ctx1.fillColor = 'red'; ctx1.arc(400, 400, 120, 0, Math.PI*2, false); ctx1.arc(600, 400, 120, 0, Math.PI*2, false); ctx1.fill(); ctx2.save(); ctx2.rect(520, 300, 280, 300); ctx2.clip(); ctx2.beginPath(); ctx2.shadowColor = 'black'; ctx2.shadowBlur = 30; ctx2.shadowOffsetX = 15; ctx2.shadowOffsetY = 15; ctx2.drawImage(c1, 500, 280, 320, 340); ctx2.restore(); } function draw() { ctx1.beginPath(); ctx1.fillColor = 'red'; ctx1.arc(400, 400, 120, 0, Math.PI*2, false); ctx1.arc(600, 400, 120, 0, Math.PI*2, false); ctx1.fill(); ctx2.shadowColor = 'black'; ctx2.shadowBlur = 30; ctx2.shadowOffsetX = 15; ctx2.shadowOffsetY = 15; ctx2.drawImage(c1, 500, 280, 320, 340); ctx3.drawImage(c2, 520, 300, 280, 300); }
Tests:
clip
clip();
draw
draw();
Rendered benchmark preparation results:
Suite status:
<idle, ready to run>
Run tests (2)
Previous results
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Test case name
Result
clip
draw
Fastest:
N/A
Slowest:
N/A
Latest run results:
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Autogenerated LLM Summary
(model
llama3.2:3b
, generated one year ago):
Let's dive into the world of MeasureThat.net and analyze the provided benchmark. **Benchmark Overview** The benchmark measures the performance difference between two rendering approaches: clipping and drawing. Clipping involves using the `clip()` method to mask out parts of an image, while drawing uses the `drawImage()` method with a clipped region. **Options Compared** There are two options being compared: 1. **Clipping (clip())**: This approach uses the `clip()` method to mask out parts of an image. It involves saving the current state, creating a clipping region, and then restoring the original state. 2. **Drawing (draw())**: This approach uses the `drawImage()` method with a clipped region to render the image. **Pros and Cons** * **Clipping (clip())**: + Pros: Can be more efficient when dealing with complex shapes or paths, as it only renders the visible parts of the image. + Cons: May have higher overhead due to the need to save and restore the clipping state. * **Drawing (draw())**: + Pros: Typically has lower overhead compared to clipping, as it uses a more straightforward rendering approach. + Cons: May require more calculations to determine the clipped region, which can impact performance. **Library** The benchmark uses the `2D Context` API, specifically the `getContext('2d')` method, which is part of the HTML5 specification. The `2D Context` API provides a way to perform 2D graphics rendering using canvas elements. In this case, the library being used is the browser's built-in implementation of the `2D Context` API, which includes features like clipping and drawing. **Special JS Feature or Syntax** There are no special JavaScript features or syntaxes mentioned in the benchmark that would require a deep understanding of advanced JavaScript concepts. However, it's worth noting that the use of `save()` and `restore()` methods in the clipping approach may be unfamiliar to some developers, as these methods are part of the 2D Context API. **Other Alternatives** If you were to implement this benchmark yourself or find an alternative implementation, here are some options to consider: 1. **Canvas rendering**: Instead of using the `clip()` method, you could render the image directly onto a canvas element and then use the `drawImage()` method with a clipped region. 2. **Shader-based rendering**: If performance is critical, you might consider using shaders to perform clipping and drawing operations. This approach would require more complex programming and expertise in shader language (e.g., GLSL). 3. **WebGL**: WebGL is another 3D graphics API that provides features similar to the `2D Context` API. You could potentially use WebGL to render the image with clipped regions. Keep in mind that these alternatives may have different performance characteristics, complexity levels, and requirements for implementation. In summary, the MeasureThat.net benchmark compares two rendering approaches: clipping and drawing. While both options have their pros and cons, drawing (draw()) tends to have lower overhead due to its more straightforward rendering approach. The benchmark uses the browser's built-in 2D Context API as the library, which provides a way to perform 2D graphics rendering using canvas elements.
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