title: Cocoon.js & Three.js: Improving performance
body: <p>I have developed a rudimentary 3D game using box2Dweb for physics and three.js for rendering. It's a basic side scroller. I would like to get it up and running on iOS. I have decided to use cocoon.js for packaging the game as it allows for WEBGL usage on iOS</p>
  
  <p>The problem I am having is performance. On a desktop machine, the game runs at around 50 frames per second. On an iPhone 5 it is running at a blistering 3 frames per second.</p>
  
  <p>I tried stripping the game down, removed all textures, removed the shaders, removed the skybox, rendered less of the level (only what is in the cameras view and a little behind and in front). This did give me a 25% increase in performance. So it is now running at 4FPS</p>
  
  <p>I have had a look at the demos that come with the iOS launcher app and they all run really smoothly.</p>
  
  <p>The only other thing I can think to do to increase performance is minify the JS, which I don't think will give much of a performance boost.</p>
  
  <p>I am using the Accelerated Canvas/WebGL in the launcher app. I have also tried compiling with the canvas+ option, same issue. I am using three.js revision 67. I am using the webGL renderer in three.js:  </p>
  
  <pre><code>this.renderer = new THREE.WebGLRenderer
  </code></pre>
  
  <p><strong>Any suggestions on how to improve performance of three.js with cocoon.js?</strong></p>