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MyFutureSelfnMe
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16 Sep 2012, 7:18 pm

Oodain wrote:
is it really the sample rate of the browser running the app that is used?


It reacts to onmousemove events, which happen about 50% more frequently in every browser except Chrome. This affects the user experience.



Oodain
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16 Sep 2012, 7:29 pm

MyFutureSelfnMe wrote:
Oodain wrote:
is it really the sample rate of the browser running the app that is used?


It reacts to onmousemove events, which happen about 50% more frequently in every browser except Chrome. This affects the user experience.


good to know.


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MyFutureSelfnMe
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16 Sep 2012, 7:36 pm

Other than that, though, Chrome and IEWebGL are the only WebGL implementations that haven't proven buggy as hell.