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Consider adding WebGL layer (<WebGL> / <Layer type="webgl">) and primitives support, although Svg, Canvas, and Html typically fulfill most needs, and there is more performance opportunity to unlock.
Might be able to leverage an abstraction to simplify implementation
Consider adding WebGL layer (
<WebGL>/<Layer type="webgl">) and primitives support, althoughSvg,Canvas, andHtmltypically fulfill most needs, and there is more performance opportunity to unlock.Might be able to leverage an abstraction to simplify implementation
Note: WebGL does have a limit on the number of concurrent WebGL contexts (also mentioned by uPlot and Rive).