Require the WebGL renderer. app.init() rejects if WebGL 2 is
unavailable (WebGL-1-only device, driver-blocklisted GPU, software
fallback failing the failIfMajorPerformanceCaveat check, etc.) —
it does NOT silently fall back to Canvas.
Use this when your scene needs a GPU backend (Camera3d, Mesh,
ShaderEffect, Light2d, GPU tilemap) pinned to WebGL specifically and
you'd rather fail fast with a clear error than have the engine render
a stuck blank canvas.
If falling back is acceptable, use AUTO instead (WebGPU →
WebGL 2 → Canvas).
Require the WebGL renderer.
app.init()rejects if WebGL 2 is unavailable (WebGL-1-only device, driver-blocklisted GPU, software fallback failing thefailIfMajorPerformanceCaveatcheck, etc.) — it does NOT silently fall back to Canvas.Use this when your scene needs a GPU backend (Camera3d, Mesh, ShaderEffect, Light2d, GPU tilemap) pinned to WebGL specifically and you'd rather fail fast with a clear error than have the engine render a stuck blank canvas.
If falling back is acceptable, use AUTO instead (WebGPU → WebGL 2 → Canvas).