Canvas object to use for rendering
createImageBitmap support for the runtime
This is used to determine if and which version of the createImageBitmap API is supported by the runtime. This is used to determine if the renderer can use createImageBitmap to load images.
Options supported
Note with auto detection, the renderer will attempt to use the most advanced version of the API available. If the API is not available, the renderer will fall back to the next available version.
This will affect startup performance as the renderer will need to determine the supported version of the API.
Include context call (i.e. WebGL) information in FPS updates
Font Engines
The font engines to use for text rendering. CanvasTextRenderer is supported
on all platforms. SdfTextRenderer is a more performant renderer.
When using renderEngine=CanvasCoreRenderer you can only use CanvasTextRenderer.
The renderEngine=WebGLCoreRenderer supports both CanvasTextRenderer and SdfTextRenderer.
This setting is used to enable tree shaking of unused font engines. Please import your font engine(s) as follows:
import { CanvasTextRenderer } from '@lightning/renderer/canvas';
import { SdfTextRenderer } from '@lightning/renderer/webgl';
If both CanvasTextRenderer and SdfTextRenderer are provided, the first renderer provided will be asked first if it can render the font. If it cannot render the font, the next renderer will be asked. If no renderer can render the font, the text will not be rendered.
Note that if you have fonts available in both engines the second font engine will not be used. This is because the first font engine will always be asked first.
Force WebGL2
OptionalmaxRetryCount?: numberNumber of times to retry loading a failed texture
When a texture fails to load, Lightning will retry up to this many times before permanently giving up. Each retry will clear the texture ownership and then re-establish it to trigger a new load attempt.
Set to null to disable retries. Set to 0 to always try once and never retry. This is typically only used on ImageTexture instances.
Number or Image Workers to use
Provide an alternative platform abstraction layer
Quad buffer size in bytes
Renderer Engine
The renderer engine to use. Spawns a WebGL or Canvas renderer. WebGL is more performant and supports more features. Canvas is supported on most platforms.
Note: When using CanvasCoreRenderer you can only use CanvasTextRenderer. The WebGLCoreRenderer supports both CanvasTextRenderer and SdfTextRenderer for Text Rendering.
Configuration settings for RendererMain