Require the WebGL renderer. Throws at new Application(...) time
if WebGL is unavailable (driver-blocklisted GPU, software fallback
failing the failIfMajorPerformanceCaveat check, no WebGLRenderingContext
in the environment, etc.) — does NOT silently fall back to Canvas.
Use this when your scene needs WebGL (Camera3d, Mesh, ShaderEffect,
Light2d, GPU tilemap) and you'd rather fail fast with a clear error
than have the engine render a stuck blank canvas.
If Canvas fallback is acceptable when WebGL isn't there, use
AUTO instead.
Require the WebGL renderer. Throws at
new Application(...)time if WebGL is unavailable (driver-blocklisted GPU, software fallback failing thefailIfMajorPerformanceCaveatcheck, noWebGLRenderingContextin the environment, etc.) — does NOT silently fall back to Canvas.Use this when your scene needs WebGL (Camera3d, Mesh, ShaderEffect, Light2d, GPU tilemap) and you'd rather fail fast with a clear error than have the engine render a stuck blank canvas.
If Canvas fallback is acceptable when WebGL isn't there, use AUTO instead.