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# WebGL vs SVG in JavaScript

Implement WebGL for increased speed, improved interactivity, and the ability to plot even more data!

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### WebGL with 100,000 points

function gaussianRand() {
var rand = 0;
for (var i = 0; i < 6; i += 1) {
rand += Math.random();
}
return (rand / 6)-0.5;
}

var X = [],
Y = [],
n = 100000,
i;

for (i = 0; i < n; i += 1) {
X.push(gaussianRand());
Y.push(gaussianRand());
}

var data = [{
type: "scattergl",
mode: "markers",
marker: {
line: {
width: 1,
color: '#404040'}
},
x: X,
y: Y
}]

Plotly.newPlot('myDiv', data)


### WebGL with 1 Million points

function gaussianRand() {
var rand = 0;
for (var i = 0; i < 6; i += 1) {
rand += Math.random();
}
return (rand / 6)-0.5;
}

var X = [],
Y = [],
n = 1000000,
i;

for (i = 0; i < n; i += 1) {
X.push(gaussianRand());
Y.push(gaussianRand());
}

var data = [{
type: "scattergl",
mode: "markers",
marker: {
color : 'rgb(152, 0, 0)',
line: {
width: 1,
color: 'rgb(0,0,0)'}
},
x: X,
y: Y
}]

Plotly.newPlot('myDiv', data)


### WebGL with many traces

function gaussianRand() {
var rand = 0;
for (var i = 0; i < 6; i += 1) {
rand += Math.random();
}
return (rand / 6)-0.5;
}

var start_value = 0,
stop_value = 1,
point_num = 5000,
trace_num = 10;
var curr_value = start_value;
var step = (stop_value - start_value) / (point_num - 1);

var data = [];
for (var j = 0; j < trace_num; j++) {
var X = [],
Y = [];
for (var i = 0; i < point_num; i++) {
X.push(curr_value + (step * i));
Y.push((gaussianRand()*8)+(j*5));
}
data.push({
type: "scattergl",
mode: "line",
x: X,
y: Y
})
}
var layout = {showlegend: false}
Plotly.newPlot('myDiv', data = data, layout = layout) 