diff --git a/src/app/features/scene/README.md b/src/app/features/scene/README.md index a189b803..ad4c13b1 100644 --- a/src/app/features/scene/README.md +++ b/src/app/features/scene/README.md @@ -17,8 +17,9 @@ callbacks and the creature sizing rule. Nothing has drawn a creature. demand, so it stays out of the main chunk; if that chunk fails to load the error goes to `onCompileFail` and the door returns null, it does not throw. - `Scene.ts` `createScene({ canvas, tier, onCompileFail, onContextLost, ... })` returns - `{ login, dispose }`, or `null` (keep the CSS ground then) when the tier is `off`, WebGL2 or - `EXT_color_buffer_float` is missing, or a shader fails to compile (`onCompileFail` gets the + `{ login, dispose }`, or `null` (keep the CSS ground then) when the tier is `off`, WebGL2 is missing, neither + `EXT_color_buffer_float` nor `EXT_color_buffer_half_float` exists (`onUnavailable` says which; with + only the half extension the prepass start target is RGBA16F, written rounded down), or a shader fails to compile (`onCompileFail` gets the `ShaderCompileError`; programs already linked are freed). `still` is a live rendered frame, not a baked image: it runs the full pipeline once at the top level and stops; `low` starts the ladder at level 2; `full` at level 0. A lost WebGL context stops the scene for good and calls `onContextLost`; nothing rebuilds it, the host decides what to