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Options to create the WebGPU engine




adaptToDeviceRatio?: boolean

Defines whether to adapt to the device's viewport characteristics (default: false)

antialias?: boolean

Defines whether MSAA is enabled on the canvas.

audioEngine?: boolean

Defines if webaudio should be initialized as well



audioEngineOptions?: IAudioEngineOptions

Specifies options for the audio engine

deterministicLockstep?: boolean

Defines if animations should run using a deterministic lock step



deviceDescriptor?: GPUDeviceDescriptor

Defines the device descriptor used to create a device.

doNotHandleContextLost?: boolean

Defines that engine should ignore context lost events If this event happens when this parameter is true, you will have to reload the page to restore rendering

doNotHandleTouchAction?: boolean

Defines that engine should ignore modifying touch action attribute and style If not handle, you might need to set it up on your side for expected touch devices behavior.

enableGPUDebugMarkers?: boolean

Defines whether we should generate debug markers in the gpu command lists (can be seen with PIX for eg)

forceFallbackAdapter?: boolean
glslangOptions?: GlslangOptions

Options to load the associated Glslang library

limitDeviceRatio?: number

Defines if the engine should no exceed a specified device ratio



lockstepMaxSteps?: number

Defines the maximum steps to use with deterministic lock step mode

powerPreference?: GPUPowerPreference

Defines the category of adapter to use. Is it the discrete or integrated device.

premultipliedAlpha?: boolean

Defines whether the canvas should be created in "premultiplied" mode (if false, the canvas is created in the "opaque" mode) (true by default)

stencil?: boolean

Defines whether the stencil buffer should be enabled.

swapChainFormat?: GPUTextureFormat

Defines the requested Swap Chain Format.

timeStep?: number

Defines the seconds between each deterministic lock step

twgslOptions?: TwgslOptions

Options to load the associated Twgsl library

useExactSrgbConversions?: boolean

True if the more expensive but exact conversions should be used for transforming colors to and from linear space within shaders. Otherwise, the default is to use a cheaper approximation.

useHighPrecisionMatrix?: boolean

Make the matrix computations to be performed in 64 bits instead of 32 bits. False by default


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