How can I assure that running a three.js based 3D scene through WKWebview can have maximum performance? I do not want to be limited to browser-based resource constraints and make sure I can use an iPhone's GPU and other hardware.
Using WebGL through WKWebview
Sorry for not providing any value, just wanted to let you know that you aren't the only one wondering. I am wondering the same! –
Justificatory
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