Small World Engine API Reference - v0.78.00
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    Class AbstractRendererAbstract

    Base class for all renderer implementations.

    Backends are expected to implement defensive rendering strategies to prevent "silent failures":

    1. Validate that all uniforms defined in a material's layout are actually present in the compiled shader.
    2. Log warnings or errors if expected data structures (e.g., WebGPU uniform blocks) are missing or misaligned.
    3. Provide fallback values or behaviors if specific features (like rounded rects) are not supported by the hardware.

    Hierarchy (View Summary)

    Implements

    Index
    _clearColor: Color = ...

    The clear color of the renderer.

    _lightData: LightDataInterface = ...

    Cached light data to avoid GC pressure.

    _quality: QualityConfig = ...

    Global quality settings.

    Per-instance bundle of DeviceCaps/ShaderRegistry/AssetManager -- see RendererContext.

    onContextLost?: (info: { message?: string; reason?: string }) => void

    Optional callback triggered when the GPU context is lost.

    postProcessing: PostProcessingGroup = ...

    The global post processing volume/group.

    The type of the renderer.

    • Applies the previous frame's Hierarchical-Z occlusion culling results (if ready) by setting occlusionCulled on the tested objects. Called once per frame, before FrustumCuller.cull(). WebGPU-only (see docs/adr/0008-hzb-occlusion-culling-webgpu-only.md); a no-op on WebGL1/WebGL2 and whenever occlusion culling isn't enabled.

      Parameters

      Returns void