Small World Engine API Reference - v0.76.20
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    Interface ClusteredLightingConfig

    Configuration for clustered/tiled forward+ light culling -- see docs/adr/0007-clustered-lighting-webgl2-webgpu-only.md. WebGPU consumes the full grid; WebGL2 uses it for performance only (still reads at most 16 raw lights); WebGL1 ignores it entirely (no compute, no integer/texelFetch textures).

    interface ClusteredLightingConfig {
        enabled?: boolean;
        maxLightsPerCluster?: number;
        tileSize?: [number, number];
        zSlices?: number;
    }
    Index
    enabled?: boolean

    Whether clustered light culling is active. Defaults to true (WebGL2/WebGPU only).

    maxLightsPerCluster?: number

    Maximum number of lights a single cluster cell can reference. Defaults to 32.

    tileSize?: [number, number]

    Screen-space tile size in pixels, [width, height]. Defaults to [16, 16].

    zSlices?: number

    Number of logarithmically-staggered depth slices. Defaults to 24.