I am getting this ‘requestAnimationFrame’ error with this code. I guess there’s something with the for loop that causes the problem but I can’t figure an alternative way of getting the same visual result. Any idea?
let zoff = 0;
function setup() {
createCanvas(windowWidth, windowHeight);
background(0);
}
function draw() {
background(0);
translate(width / 2, height / 2);
scale(40);
noStroke();
fill(255);
for (let a = 0; a < 7; a += 0.0012) {
let x = cos(zoff) * 20 * sin(a);
let y = cos(zoff+x/2) * 10 * cos(a);
let e = cos(x) / sin(y) + zoff;
circle(sin(e) * y, cos(e) * y, 0.091);
}
zoff += map(mouseX, 0, width, -0.03, +0.03);
}```
I’m not able to replicate your error. When I run it, I don’t get “requestAnimationFrame” messages in the web editor console or in the browser javascript console.
What is the exact message you are getting?
It might be a performance warning – the browser or computer not being able to step 7/.0012 = 5833 times each frame without falling behind your framerate, for example…
As i get this error recently within a sketch, i went back to this forum and give my two cents :
This is not an error but just an indication of performance.
To get it, your console must be at the all levels with verboses checked.
Otherwise , at standard level (debug or more) you can’t have the message.
In my case, it happens at the first draw (model(…)) of a rather heavy obj, but once in Webgl cache performance is ok. So, i don’t care and i come back to debug level…