When is migrating to WEBGL justified for heavy pixel-array work in p5.js?
Goal: Determine whether the default 2D renderer’s loadPixels()/pixels[] workflow is causing a measurable draw‑loop bottleneck before attempting any optimization, using frameRate() to monitor FPS and timing the pixel‑array access versus other draw() logic. Uncertainty: The decision to stay with the 2D canvas or migrate to the WEBGL renderer with a custom shad