/**
* 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;
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