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WIP 'simple' WebGL based renderer that doesn't involve changing how the tracks work all that much.
Improves canvas rendering on the android example trace (on a 3440x1440 monitor) on my M1 Pro MacBook from ~45ms per frame to ~10ms per frame.
How it works
ctx.fillRect()each track just passed arendererobject and invokesrenderer.drawRect(), passing the rect position, width, color and pattern(s).ctx.fillRect()N times. In fact, the dominating bottleneck is now doing the time->px conversion in JS. Copying data into webgl and rendering quads is very cheap.Where to go from here?