/** * Select the HTML5 Canvas renderer. Lower performance and no shader / * mesh / Camera3d support, but supported on every browser including * environments where WebGL is unavailable (some embedded webviews, * stripped-down kiosk browsers, GPU blocklisted by driver policy). * * Use when the example / game uses only 2D sprites + primitives and you * want the broadest possible reach. Anything depending on `ShaderEffect`, * `Mesh`, `Camera3d`, GPU TMX tile rendering or `Light2d` will silently * not work — those subsystems are WebGL-only. */ export declare const CANVAS = 0; /** * 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 * {@link AUTO} instead. */ export declare const WEBGL = 1; /** * Auto-select the renderer: prefer WebGL when available, silently fall * back to Canvas otherwise. Application construction always succeeds. * * Use this when your scene works under both renderers (2D sprites, * primitives, basic tile maps) and you want the engine to pick the * best available backend. Note: subsystems that require WebGL * (Camera3d, Mesh, ShaderEffect, Light2d, GPU tilemap) will silently * stop working under the Canvas fallback path — if your scene depends * on any of those, use {@link WEBGL} so the failure surfaces at * construction time instead of as a black canvas at runtime. */ export declare const AUTO = 2; export type RendererType = typeof CANVAS | typeof WEBGL | typeof AUTO; //# sourceMappingURL=const.d.ts.map