What's New
This page contains news for recent luma.gl releases. For older releases (through v8.5) refer to the Legacy What's New page.
Version 9.4
Release Date: September 5, 2026
Version 9.4 expands luma.gl with portable GPU data processing and a broad experimental stack for analysis, text, splats, physical scenes, simulation, and immersive rendering.
Highlights
- Data that goes straight to pixels - Typed, chunked GPU columns can move through analysis, text, paths, and rendering without a CPU-side object layer.
- Analysis that stays on the GPU - Dataframes, sorting, aggregation, raster, geospatial, and trace APIs keep intermediate results resident and reusable.
- Captured and animated worlds - Stream large Gaussian splat scenes, mix splats with meshes, and animate crowds with shared geometry, GPU sampling, culling, and LOD.
- Four new experimental modules -
@luma.gl/text,@luma.gl/splats,@luma.gl/scene, and@luma.gl/experimentalare now published for direct use. These APIs may evolve outside the 9.4 semver contract.
A clearer GPU data stack
- Primitive GPU data has a dedicated home -
GPUData,GPUVector, views, formats, and layout helpers live in@luma.gl/gpgpu/gpu-data, independent of source adapters and rendering models. - Tables and models stay focused - Batch-preserving tables live in
@luma.gl/experimental/gpu-tables; path and polygon models live in@luma.gl/experimental/models. - Renderers preserve what matters -
@luma.gl/textsupports streamed text and shared font resources.@luma.gl/splatsretains source batches and stable row identities.
More room to build
- A faster rendering loop -
RenderPassowns draw state and supports render bundles, direct draws, and indirect draws. Feature levels, stage-specific limits,DynamicBuffer, andVideoTexturemake resource choices explicit. - Richer physical scenes - Forward and deferred pipelines add bloom, ambient occlusion, reflections, fog, and adaptive exposure. glTF animation covers skins, morph targets, materials, texture transforms, and crowds.
- A cleaner shader and development workflow - Reusable WGSL/GLSL plugins, lightweight WGSL
scanning, TypeScript 6.0,
llms.txt, and opt-in WebGL debugging make projects easier to ship and maintain.
General
- TypeScript 6.0 - luma.gl package builds, website tooling, and supported example typechecks now use TypeScript 6.0.
- Precise raw binary64 coordinate deltas - The WGSL
fp64arithmeticmodule can split a binary64-rounded subtraction into normalized double-single limbs, normalize and compare those limbs with integer-controlled behavior in either arithmetic mode, and explicitly classify non-finite values. The existing direct-to-f32helper retains its single-round exact-delta contract.
AI-Assisted Development
- Official
lumaglAgent Skill - luma.gl now ships an installable skill that teaches coding agents the framework architecture, WebGPU/WebGL portability boundaries, GPU debugging order, and contribution workflow. - Agent-ready documentation -
llms.txtand page-level Markdown give agents fresh, linkable access to tutorials, API guides, API references, and developer guides instead of relying on stale training data. - Evidence-driven agent workflows - Browser-backed verification helps agents prove that generated GPU code actually renders instead of merely typechecking, while a checked-in evaluation corpus supports repeatable comparisons with and without the skill. See Working with AI Coding Agents.
New Modules
@luma.gl/gpgpu- New module for lazyGPUDataEvaluatoroperations and chunk-preservingGPUVectorEvaluatortransforms with CPU/WebGL/WebGPU backends.@luma.gl/text- GPU-oriented 2D and 3D text rendering and atlas construction.@luma.gl/splats- Experimental Gaussian splat rendering with caller-owned GPU data and preserved streaming batches.@luma.gl/scene- Experimental forward, deferred, glTF, ray-marching, and ray-tracing scene rendering.@luma.gl/experimental- GPU analytics, simulations, rendering techniques, and WebXR helpers, now published for direct use.
@luma.gl/engine
- Shared keyframe animation -
AnimationMixer,AnimationClip,AnimationTrack, andAnimationActionprovide reusable bindings, weighted clip blending, crossfades, playback speed, seeking, and once, repeat, or ping-pong looping. - glTF-compatible interpolation - Shared samplers evaluate
STEP,LINEAR, andCUBICSPLINEtracks, including normalized quaternion interpolation, without depending on glTF-specific scene classes. - Portable morph-target deformation -
applyMorphTargets()andupdateMorphTargetBuffers()blend position, normal, and tangent targets into existing interleaved GPU buffers while preserving immutable source geometry and tangent handedness.
@luma.gl/gltf
- Source-faithful physical materials - One canonical texture-slot registry preserves all 17 supported PBR map slots, extension factors, UV sets,
KHR_texture_transform, source color spaces, alpha masking, and double-sided materials. - Authored samplers and mipmaps - glTF and postprocessed loaders.gl sampler representations retain their wrapping, filtering, and mipmap settings; shared texture creation generates requested mip chains on both WebGL and WebGPU.
- Skeletal and morph animation - Existing joint skinning now supports multiple skins, optional bind data, and normalized joint weights. Morph samplers correctly group multi-target weight channels, including cubic-spline data, and animate position, normal, and tangent deformation.
- Animated glTF properties -
KHR_animation_pointerchannels drive supported node transforms, physical-material factors, and texture transforms through the shared engine animation mixer. - Lossless animated asset interchange - Format-owned
.gltfand.glbexport preserves hierarchy, animation clips, material pointers, skins, inverse bind matrices, morph targets, RGBA colors, joint attributes, material variants, GPU instancing, cameras, and punctual lights. - Punctual lights and source-faithful materials - Source directional, point, and spot lights retain authored colors, intensity, and cones; generic export round-trips supported materials, all map slots, UV sets, texture transforms, and sampler settings.
@luma.gl/scene (Experimental)
- Retained physically based rendering - The ANARI-inspired scene API maps committed handles, staged parameters, instances, cameras, lights, and 17 material texture slots onto shared forward and WebGPU deferred scene renderers, including automatic opaque-scene capture for transmissive materials.
- Pluggable interactive GPU-compute ray tracing -
ANARIDevice.registerRenderer()registers lazy custom runtimes, while the WebGPU-onlyraytracesubtype adapts committed scenes to the shared experimentalRayTracingSceneRendererfor GPU-built object/instance BVHs, adaptive half-resolution rendering, interleaved pixel phases, stable-instance temporal reprojection, bounded rotating shadows, progressive sampling, and upsampled HDR presentation within default WebGPU CORE limits. - Optional glTF animation integration - The isolated
@luma.gl/scene/gltfentry point binds imported node hierarchies, material and sampler pointers, and morph-weight tracks to retained objects while committing each changed object at most once per frame. - Source-faithful retained assets - JSON scenes preserve indexed geometry, both UV sets, tangents, RGBA vertex colors, joint attributes, morph targets, authored samplers, punctual lights, and
OPAQUE/MASK/BLENDmodes; programmatic renderer parameters can additionally supply caller-owned image-based-lighting textures.
Experimental rendering and GPU workflows
- Shared physical scene rendering -
SceneRendererrenders format-independent physically based surfaces on WebGL and WebGPU with reusable instanced geometry, staged material updates, explicit joint palettes, morph deformation, punctual lights, and caller-provided image-based-lighting textures. - Deferred physical scene rendering -
DeferredSceneRendererreuses the same scene descriptors through a four-target HDR G-buffer and lighting resolve that fits the default 32-byte WebGPU CORE limit, automatically falling back to the shared forward renderer for unsupported scenes. - Shared interactive GPU-accelerated ray tracing -
RayTracingSceneRenderercomposes world-space instance bounds, dirty-only GPU bounding-volume hierarchy construction and refitting, nearest-hit traversal, bounded direct-light shadows, adaptive internal resolution, interleaved frame-budget coverage, stable-identity temporal reprojection, progressive accumulation, and upsampled HDR presentation through WebGPU compute/command graphs. Frame pacing uses ordinary animation intervals, the tracing pass uses five storage buffers, the BVH builder uses eight, mesh triangles remain linearly refined, and command submission stays application-owned. - Generated physical lighting environments -
PBREnvironmentGeneratorandpreparePBREnvironment()integrate equirectangular source textures into GGX-prefiltered specular cubemap mip chains, diffuse irradiance cubemaps, and split-sum BRDF lookup textures on both WebGL and WebGPU. - Scene-color transmission and volume attenuation - The shared forward renderer captures opaque scene color automatically for transmissive surfaces, then applies screen-space refraction, roughness, Fresnel response, index of refraction, thickness, and Beer-Lambert attenuation while preserving physically opaque output.
HTMLTexture- Experimental copied texture binding source copies HTML-in-Canvas DOM subtrees into GPU textures while the browser API is still experimental.- OIT resolve pipelines - A-buffer and weighted-blended order-independent transparency now
resolve captured fragments through exported
ShaderPassPipelinefactories, allowing WBOIT to compose directly with the advanced effects stack. - GPU-resident trace scenes -
GPUTraceScene, from@luma.gl/experimental/gpu-trace, preserves canonical span identity, timing, process/thread ownership, hierarchy parents, explicit source batches, dependency links, and bidirectional adjacency while projecting shared GPU scene records for visibility, indirect drawing, and renderer-owned resource groups. - GPU-native trace interactions -
GPUTraceInteractionand reusable timeline picking live in the optional@luma.gl/experimental/gpu-tracesubmodule, composing process/thread collapse, scanned row layout, time and classification filters, linked-span focus, nearest-visible ancestor projection, stable compaction, and scene indirect draws without CPU draw selection. - Optional GPU geospatial kernels - The side-effect-free
@luma.gl/experimental/geospatialsubpath contributes cuSpatial-compatible sinusoidal projection, haversine distance, pairwise planar distances, four-state point-in-polygon classification, nearest-linestring results, grid indexing, and point spatial queries to caller-owned command graphs, including raw binary64 coordinate inputs. - GPU projection patches - The optional
@luma.gl/experimental/gpu-projectsubpath compiles arbitrary CPU projection providers into adaptive local polynomial patches and projects chunk-preserving coordinate vectors through WebGPU command graphs without discarding raw binary64 source precision. - GPU spectral ocean simulation -
SpectralOceanSimulationevolves a deterministic seeded Phillips spectrum, reconstructs three spatial fields on the GPU, and emits render-ready displacement and normal/foam buffers. Surface normals come from the displaced field, whitecaps come from horizontal-displacement compression with bounded temporal history, and command submission remains application-owned. Tempest Ocean binds those buffers directly to an independently tessellated HDR stormfront surface. - GPU dataframe analytics -
GPUDataFramebuilds reusable WebGPU plans for null-aware filters, projections, derived columns, aggregations, histograms, batch-preserving joins and lookups, stable sorting, and top-K selection while retaining source batch and row identity. - GPU raster analysis - The optional
@luma.gl/experimental/gpu-rastersubpath supports bounded tile residency and halos, nodata-aware overviews and statistics, filtering and morphology, connected components, region measurements, and GPU-generated contours. - Linked GPU crossfiltering -
GPUCrossfiltercomposes reusable scalar ranges and two-dimensional brushes, self-excluding histograms, and stable selected-row IDs over GPU-resident columns. - GPU volume analysis - The optional
@luma.gl/experimental/lucimsubpath provides typed volume data, thresholding, binary and grayscale morphology, connected components, and per-region measurements for WebGPU workflows. - Semantic G-buffer targets -
GBufferowns WebGPU MRT scene color, normal-roughness, velocity, and depth targets plus named extra channels, then exposes the standard depth, normal, and velocity bindings consumed by screen-space effect pipelines. Velocity remains enabled by default and can be omitted withvelocity: falsewhen a non-temporal renderer needs a smaller attachment budget. - Composable deferred lighting -
deferredLightingresolves Cook-Torrance opaque lighting from G-buffer material channels, reconstructed depth, one directional light, and a fixed-capacity WebGPU point-light storage buffer. The Deferred Illumination Lab exposes the material channels and animated lights live. - Hybrid shadows -
ShadowMapRenderer, the group-2shadowWGSL module, and the contact-shadow shader-pass pipeline add WebGPU cascaded directional, spot, and point-light shadows with PCSS filtering. Visualization City demonstrates the complete ordered stack. - Visualization City - The Advanced Effects example combines the experimental G-buffer, deferred-lighting, and shadow stack with public screen-space effects in one v9.4 showcase.
- Spectral caustics -
SpectralCausticsRenderercaptures a closed convex refractor, traces six wavelength bands with WebGPU compute, additively accumulates an HDR XYZ map, and exposes reusable planar-receiver shading without taking command-submission ownership. - Clustered deferred lighting -
ClusteredLightGridbins point lights into a configurable 3D screen-space grid and feeds the clustered deferred resolve pipeline. - MLS-MPM fluid simulation -
MLSMPMFluidSimulationadds a WebGPU-only two-dimensional weakly compressible fluid solver with deterministic fixed-point grid scatter, double-buffered particle state, caller-owned command encoding, and storage buffers that applications can render without hidden submission or readback. - Volumetric fire simulation -
VolumetricFireSimulationrecords WebGPU-only dense 3D velocity, pressure, obstacle, and combustion work through a GPU command graph, then exposes the live velocity and combustion textures for HDR volume rendering without hidden submission or CPU readback. Volumetric Fire Forge demonstrates the live fields with obstacle-matched geometry, depth-aware emission and extinction, fixed exposure, HDR bloom, deterministic automatic and click-triggered burner flares, and synthesized spatial combustion audio. - Orbit controls -
OrbitControlsprovides reusable pointer-driven orbiting, wheel zoom, camera limits, and automatic rotation from@luma.gl/engine. - Accessible comparison splitters -
ComparisonSplitteradds reusable draggable, keyboard-accessible before-and-after views to experimental examples. - WebXR - Experimental animation-frame, camera-texture, and session helpers integrate immersive WebXR rendering with luma.gl.
@luma.gl/gpgpu NEW MODULE
GPUDataEvaluatorlazy GPUData operations andGPUVectorEvaluatorchunk-preserving GPUVector transforms with CPU/WebGL/WebGPU backends.- Interleaved GPGPU inputs - Borrowed
GPUDataViewvalues expose fixed-width strided attributes over shared buffers, allowing existing lazy operations to read interleaved data while continuing to produce packed outputs.
Experimental GPU data and tables
- Composite GPU inputs -
GPUInputSchema.attributeNamesmaps one logical table column to several shader attributes, allowing a shared matrix buffer to feed portable vertex attributes or a WebGPU storage binding without repacking. Ordinary inputs retain the singularattributeName. - GPU data primitives and experimental tables - Canonical
GPUDataandGPUVectorruntime classes live in@luma.gl/gpgpu/gpu-data, whileGPURecordBatchandGPUTableprovide reusable non-Arrow-specific GPU table ownership and batching from@luma.gl/experimental/gpu-tables. - Table-backed rendering -
GPUTableModeldraws preserved table batches, andGPUTableGeometryexposes packed static GPU tables as renderable geometry. - Vertex storage planning -
GPUTableBufferPlannerchecks vertex-stage storage buffer limits before choosing storage-backed table attributes, allowing core WebGPU devices to fall back to vertex attributes when needed. - Execution helpers -
TableTransform,GPUTableComputation, generated-buffer batch planning, andGPUTableBufferPlannerlive with the experimental table runtime instead of a source-adapter module. - Physical GPU data structs - Inline
GPUDataformat records describe interleaved rows withwgsl-storageor minimally padded WebGPU vertex layouts, whileGPUData.getChild()andgetChildAt()expose typed zero-copy field views.
@luma.gl/text
- GPU-only 2D text facade -
TextRendererrenders caller-ownedGPUTextDatawhile selecting attribute, WebGPU storage, or dictionary strategies automatically. - Experimental text strategies - Specialized model classes and low-level shader/compute contracts remain available from
@luma.gl/text/experimentalfor benchmarking. - Packed generated glyph vertex data - Attribute text uses
expandedGlyphVertexData, while storage text usescompactGlyphVertexData, reducing generated glyph buffer fan-out without folding caller-owned row/style vectors into generated records. - MSDF text fonts -
@luma.gl/textcan build or load prebuilt BMFont JSON MSDF atlases, including kerning and multi-page atlas metadata, through the sameFontAtlasformat used by generated bitmap and SDF atlases. - GPU UTF-8 shader mapping - Reusable text-module WGSL helpers compose sparse UTF-8 byte traversal, code point decode, and storage lookup into one-pass text compute kernels.
@luma.gl/splats NEW MODULE
- Gaussian splat rendering -
SplatRendererdraws caller-owned prepared GPU splat batches through reusable luma.gl rendering models on WebGPU and WebGL2. - HDR Gaussian colors - Float32 color columns preserve spherical-harmonic DC radiance above the display range without premature clamping or quantization.
- GPU interaction and higher-order shading - WebGPU command graphs evaluate camera-dependent spherical-harmonic color, semantic filters, global depth ordering, and integer picking while preserving source batch, row, and semantic identity.
- Bounded hierarchical streaming - Frustum- and error-driven RAD traversal pages source data into explicit GPU residency budgets with parent fallback, cancellation, and stable authored row identities.
- Incremental splat streaming - New prepared batches append without concatenating source data, rebuilding previous batches, or transferring ownership to the renderer.
- Layered adapters - File parsing stays in loaders.gl, columnar source conversion stays outside the published splats package, and deck.gl integration stays in downstream applications.
@luma.gl/core
- WebGPU render bundles - Record reusable draw commands with
RenderBundleEncoderand replay them from aRenderPass, reducing CPU command-recording time for repeated scenes. - Render-pass draw commands -
RenderPassnow owns pipeline, binding, vertex-array, direct-draw, indirect-draw, and render-bundle commands. The formerRenderPipelinedraw and binding APIs remain as deprecated compatibility paths. - WebGPU feature levels -
DeviceProps.featureLevelcan now request'core', the portable WebGPU default;'max', which requests every adapter feature and supported limit;'compatibility'; or'best-available', which upgrades compatibility to core when available. The effective level is reported asdevice.info.featureLevel. - Stage-specific storage limits -
device.limitsnow reports storage buffer and storage texture availability separately for vertex and fragment stages, so applications can choose storage-backed rendering only where the requested device supports it. - HTML-in-Canvas feature detection -
device.features.has('html-in-canvas')andisHTMLInCanvasSupported()report whether the active browser and backend expose the experimental DOM-to-texture rasterization path. The high-levelHTMLTexturewrapper is available from@luma.gl/experimental. - GPU data and buffer-layout utilities - New exported helpers decode GPU data types, select native or emulated Float16 arrays, and resolve logical attributes over shared or composite buffer layouts.
@luma.gl/webgl
- Optional WebGL debugging - WebGLDeveloperTools and Spector integration are registered through
@luma.gl/webgl/debug, keeping debug-only code out of normal adapter application bundles.
@luma.gl/engine
DynamicBuffer- New engine-level wrapper for resizable buffers.Modelsupports dynamic buffers for attributes, index buffers, and shader bindings, andMaterialsupports dynamic buffer bindings with cache invalidation when the backing buffer changes.VideoTexture- Stable live video binding source for caller-ownedHTMLVideoElementandVideoFrameinputs. Portable shaders use copied textures on WebGL and WebGPU, while WGSLtexture_externalcan opt into native WebGPU external-video sampling.Animator- New genericAnimatorandAnimationClipControllerclasses manage timeline-driven animation updates.GLTFAnimatornow builds on the shared controller.- Custom animation-frame providers -
AnimationLoopcan consume a caller-provided animation-frame source and forward its frame payload, enabling integrations such as WebXR without changing the normal browser loop. - Shader pass pipelines -
ShaderPassRenderersupports structured multi-pass effects such as bloom and depth of field. - Temporal shader-pass targets -
ShaderPassRenderersupports persistent ping-pong history targets, explicit reset, safe same-target temporal reads and writes, and caller-selected output formats. - Geometry buffer layouts -
Geometrynow always has a populatedbufferLayout. CPU attribute keys remain exactly as supplied; synthesized shader-facing layouts map supported glTF semantics such asPOSITION,NORMAL,TEXCOORD_0, andCOLOR_0. - Interleaved geometry uploads -
makeInterleavedGeometry()packs CPU attributes into one buffer, andmakeGPUGeometry()uses the packed representation by default for one vertex buffer plus an optional index buffer. - Index-based color picking -
indexColorPickingencodes integer object indexes without application-provided picking colors. Picking also supports vertex indexes, redraw invalidation, and optional tooltips. - Model layout updates -
Model.setBufferLayout()is idempotent, and explicit WGSL attribute layouts are merged with inferred bindings to support shader metadata without manually declaring uniform bindings. ShaderInputs.addModules()-ShaderInputscan register shader modules and dependencies after construction, and it can carry deferred texture and buffer bindings until draw time.
@luma.gl/webgpu
- Lightweight WGSL interface scanning -
getShaderLayoutFromWGSL()recognizes vertex inputs, buffer bindings, comparison and named depth samplers, storage textures, and external textures without shipping the fullwgsl_reflectparser in the default WebGPU bundle. - WGSL external textures - Scanned
texture_externaldeclarations produce external-texture bindings for native video sampling. - Texture default views - WebGPU texture default views now preserve explicit
TextureProps.viewmip and array-layer ranges. - Mapped buffer initialization - WebGPU buffers can be initialized through mapped ranges without losing byte offsets or debug data.
@luma.gl/effects
bloom- New bloom postprocessing effect and shader-pass pipeline.dof- New depth-of-field postprocessing effect and shader-pass pipeline.gaussianBlur- New gaussian blur postprocessing effect.persistenceEffect- Moved into@luma.gl/effectsas a first-class postprocessing effect.- Advanced screen-space effects - New WebGPU-first composable pipelines provide depth-aware blur, SSAO, temporally stabilized GTAO, colored screen-space diffuse global illumination, outlines, temporal AA, motion blur, roughness-aware temporally stabilized screen-space reflections, compact height fog, bounded clustered participating-media lighting with camera-aware history, GPU-driven adaptive exposure, and HDR-safe successively filtered multiscale bloom. The pipelines can consume application-provided depth, normal, velocity, and material textures without requiring the experimental
GBuffer. - FFT convolution bloom -
GPUConvolutionBloomperforms energy-conserving, spectrally sampled aperture convolution on HDR WebGPU textures with reusable FFT resources and optional temporal stabilization.
@luma.gl/shadertools
colors,floatColors, andstorageColors- Semantic color normalization now has acolorshelper namespace, the legacyfloatColorsalias remains available, and WebGPU shaders can read packed RGBA storage rows throughstorageColors.dggs- New WGSL helpers decode compact Uint64 DGGS cell keys for storage-buffer and boundary-extraction workflows.- Apple/Metal-safe fp64 arithmetic - WGSL double-single arithmetic automatically uses integer-controlled
twoSum,twoProd, and renormalization on Apple WebGPU adapters, avoiding Metal compiler reassociation while retaining the existingvec2fAPI. TheLUMA_FP64_INTEGER_ARITHMETICshader define can force or disable the mode. - WGSL double-precision arithmetic - The
fp64arithmeticshader module can subtract packed IEEE 754 double-precision values directly in WGSL and convert the result tof32. - Portable tangent approximation - The shared
fp32shader module now providestan_fp32()in GLSL and WGSL. ShaderPlugin- Reusable shader assembly plugins group modules, defines, named injections, caller-owned vertex inputs, and generated cross-stage varyings.- WGSL hooks and injections -
ShaderAssemblernow applies registered hook functions and standard named injections such asvs:#main-startandfs:#main-endwhile assembling unified WGSL shaders. - WGSL shader conditionals - Shadertools preprocessing accepts simple boolean and numeric
#ifexpressions, and assembled WGSL exposesLUMA_SUPPORTS_VERTEX_STORAGE_BUFFERSso inactive resource branches are removed before@binding(auto)assignment. ShaderPassPipeline- New shader-pass pipeline type for structured multi-pass postprocessing.waterMaterial- New water material shader module with GLSL and WGSL shaders.
@luma.gl/gltf
- Animation controllers -
GLTFAnimatoruses the shared engineAnimatorwhile retaining its existinganimations,animate(),setTime(), andgetAnimations()compatibility surface. - Attribute identification - PBR material setup recognizes both source glTF semantics and their shader-facing aliases.
@luma.gl/test-utils
- Feature-level WebGPU devices -
getWebGPUTestDevice()accepts a WebGPU feature level, whilegetWebGPUTestDevices()returns the available requested profiles.
Version 9.3
Release Date: March 31, 2026
General
- Typescript 5.9 - luma.gl code base is now TypeScript 5.9 clean.
New Examples
- Texture Tester Example - New example showing support for compressed textures on WebGL and WebGPU. Also implements multi-canvas rendering.
- Multi-Canvas Example - New example showing rendering into multiple HTML canvas elements.
- External Context Example - New example showing integration with external WebGL contexts.
- React Strict Mode Example - Improved resource cleanup for better compatibility when using luma.gl in React
<StrictMode>apps
@luma.gl/core
- Multi-canvas rendering is now supported on both WebGL and WebGPU via
device.createPresentationContext(). See the Multiple Canvases developer guide details. - Composite shader block layouts now support nested structs and fixed-size arrays in
ShaderBlockLayoutandUniformStore, while preserving nested JavaScript values at the API boundary. - Grouped bindings now support
ShaderLayout.bindings[].group, flatbindings, and groupedbindGroups, including sparse logical bind-group usage on both WebGPU and WebGL.
@luma.gl/engine
- New
MaterialandMaterialFactoryclasses provide reusable material-owned group-3 bindings forScenegraphmodels. - WebGPU mipmap generation now supported by
DynamicTexture. - Explicit mip chains can now be passed to
DynamicTexturefor 2D, array, cube, and 3D uploads. - Compressed mip uploads are now validated and uploaded through
DynamicTexture, including block-size-aware mip truncation. - Mip-level format metadata now accepts both
textureFormatandformaton texture data objects during the transition to loaders.glTextureLevelnaming.
@luma.gl/webgpu
- compressed texture support (but note that WebGPU is stricter than WebGL and requires block-aligned textures).
- texture readback improvements
@luma.gl/webgl
- RenderPipeline optimization - Compatible WebGL render pipelines now share linked
WebGLPrograms, reducing pipeline creation overhead while preserving per-pipeline defaults.
@luma.gl/gltf
- WebGPU support - glTF models can now be rendered in WebGPU.
- Joint/Skin Animations - Support for glTF animations now include joint and skin animations.
- Lighting - luma.gl Light definitions are now extracted if the
KHR_lights_punctualglTF extension is present in the glTF file. - Scenegraph materials - glTF scenegraph creation now returns
materialsaligned with the source glTFmaterialsarray. lineartexture filtering - default texture filtering is nowlinearinstead ofnearestfor improved texture rendering.- PBR material extensions - the stock
pbrMaterialshader now implementsKHR_materials_specular,KHR_materials_ior,KHR_materials_transmission,KHR_materials_volume,KHR_materials_clearcoat,KHR_materials_sheen,KHR_materials_iridescence, andKHR_materials_anisotropy, using the parsed glTF extension uniforms and textures. - Emissive materials - the stock PBR shader now applies
KHR_materials_emissive_strength, and coreemissiveFactorvalues are preserved even when no emissive texture is present. KHR_animation_pointer-createScenegraphsFromGLTF()andGLTFAnimatornow animate supported node TRS targets, selected material factors, and animatedKHR_texture_transformoffset/rotation/scale targets on stock PBR material texture slots. Structural targets such as animatedtexCoord, morph weights, cameras, and material mode switches remain unsupported.- Extension support docs - the
glTF Extension Supporttable now documents the current built-in vs parsed-only extension coverage for@luma.gl/gltf. - Extension support metadata -
createScenegraphsFromGLTF()now exposes anextensionSupportmap so applications can inspect which extensions a model uses and whether@luma.gl/gltfsupports them.
@luma.gl/shadertools
floatColors- New shader module with shared semantic color normalization and premultiplied alpha helpers.- Opt-in float semantic colors - Byte-based semantic color APIs in
lighting, sharedfloatColors, legacypicking, and glTF light parsing acceptuseByteColors: falsefor float and HDR-style color values while preserving current defaults. lightingshader module supports a new light typeSpotLight.lambertMaterialA new shader module adds a diffuse-only matte material model, completing the material catalog- Unlit Materials All material shader modules now support
unlitprop, allowing applications to disable lighting for materials that are already lit (e.g. photogrammetry). Composite uniformTypesuniformTypesnow support nested structs and fixed-size arrays. SeeShaderModule.WebGPU Shader modules- ShaderModules now have WGSL variants.Shader module auto bindingsWGSL shader module now support@binding(auto)which eliminates binding conflicts. See WGSL Support.
@luma.gl/effects
- WebGPU/WGSL effects - Effects now have WGSL shader implementations and work under WebGPU.
persistenceEffect- New temporal accumulation effect for fading trails and other history-based postprocessing workflows.
Version 9.2
Release Date: Sep 24, 2025
Production quality WebGPU backend
General
- All luma.gl examples now run under both WebGPU and WebGL
- API updates to cover new Chrome WebGPU features
- TypeScript v5.7, and all
"strict"TypeScript options are now enabled. - Documentation improvements
@luma.gl/core
-
[
Buffer]- [
Buffer.mapAndReadAsync()] New method that reads directly from buffer memory without performing a copy. - [
Buffer.mapAndWriteAsync()] New method that writes directly to buffer memory.
- [
-
[
Texture]Textureclass refactors complete, see upgrade guide.
-
Shader type APIs have been improved.
-
CommandEncoder/CommandBufferAPI improvements -
Fence- New synchronization primitive created withdevice.createFence() -
CanvasContextAPI simplifications (see upgrade guide). -
Texture Formats. Adds support for the new texture formats added in Chrome 132 (currently require setting chrome://flags/#enable-unsafe-webgpu)
'r16unorm','rg16unorm','rgba16unorm'(feature'chromium-experimental-unorm16-texture-formats')'r16snorm','rg16snorm','rgba16snorm'(feature'chromium-experimental-snorm16-texture-formats')
-
Vertex Formats (added in Chrome v133 and v119)
- Single component 8 and 16 bit formats are now supported by WebGPU:
'uint8','sint8','unorm8','snorm8','uint16','sint16','unorm16','snorm16', and'float16'. - Note: 3 component formats are still missing in WebGPU.
'unorm8x4-bgra'- WebGPU only. Simplifies working with BGRA data.'unorm10-10-10-2- Exposed since available in all WebGPU backends. Also supported by WebGL2.
- Single component 8 and 16 bit formats are now supported by WebGPU:
@luma.gl/engine
DynamicTexture- now supports mipmap generation for WebGPU textures
- owns WebGPU mipmap generation for
2d,2d-array,cube,cube-array, and3dtextures - throws explicit runtime errors when a WebGPU texture format does not support the required mipmap-generation capabilities
@luma.gl/effects
- More postprocessing effects ported to WGSL
@luma.gl/shadertools
- More shader modules ported to WGSL
Version 9.1
Target Date: Dec, 2024
Enhanced WebGPU support.
Highlights
- GPU backend management is streamlined via the new
AdapterAPI. - GPU connection to HTML DOM (via
canvaselements) improved viaCanvasContextAPI changes. Textures are now immutable, however a newDynamicTextureclass offers a higher-level, mutable texture API.ShaderModuletype safety improvements (shader uniforms can now be strictly typed in JavaScript)
@luma.gl/core
Adapter- New class for singleton objects representing pluggable GPU backends.
- Singleton
Adapterobjects are exported by the@luma.gl/webgpuand@luma.gl/webglmodules.
luma- Now relies on
Adapterinstances to define which GPU backends are available. - Adapter can be supplied during device creation, avoiding the need for global registration of GPU backends.
CreateDeviceProps.adaptersprop to supply list of GPU backend adapters toluma.createDevice().luma.registerAdapters()New method for global registration of adapters (in case it still desired).
- Now relies on
DeviceDeviceProps.createCanvasContext- New prop for creating a defaultCanvasContext.DeviceProps.onResize- New callback tracking size changes toCanvasContexts.DeviceProps.onVisibilityChange- New callback tracking visibility toCanvasContexts.DeviceProps.onDevicePixelRatioChange- New callback tracking device pixel resolution (DPR) changes toCanvasContexts.DeviceProps.debug*- New debug options, please refer toDevicePropsdocumentation.
CanvasContext- Now calculates exact "device pixel content box" size enabling pixel perfect sized drawing buffers (no moire etc).
- Now tracks size, visibility and DPR changes (see the new
DevicePropscallbacks).
Texture- Textures are now immutable and synchronous. See upgrade guide, and the new
DynamicTextureclass in@luma.gl/engine. Texture.copyExternalImage()New function that works on both WebGPU and WebGL.Texture.copyImageData()New function that works on both WebGPU and WebGL.
- Textures are now immutable and synchronous. See upgrade guide, and the new
SamplerSamplerProps.mipmapFilterNew value'none'providing more explicit control over mipmap filtering.
RenderPipelineParameters.blend- New parameter that provides more explicit control over color blending activation.
RenderPassRenderPassProps.clearColors- New prop enables specification of clear colors for multiple color attachments.
@luma.gl/engine
makeAnimationLoopTemplate- Accepts a new
.adaptersprop. (Avoids need for global registration of adapters).
- Accepts a new
DynamicTexture- New class allows that applications to work withcreate textures from a Promise.
ShaderPassRenderer- New class that helps applications apply a
ShaderPasslist to a texture.
- New class that helps applications apply a
@luma.gl/shadertools
- [
ShaderModule](/docs/api-reference/shadertools/shader-module)- New improvements to type safety, in particular for uniforms and bindings.
- New simplified API, no longer required to instantiate modules into
ShaderModuleInstances.
getShaderModuleUniforms(module: ShaderModule, ...)New functiongetShaderModuleDependencies(module: ShaderModule)New function
@luma.gl/webgl
webglAdapter- New object representing the WebGL backend
- New: adds mock WEBGL1 extensions to WebGL2 contexts for better compatibility with old WebGL libraries
- Big texture refactor to align WebGL implementation with WebGPU APIs
RenderPipeline- WebGL render pipelines now support frame buffers with multiple color attachments.
RenderPass- Now supports framebuffers with multiple color attachments.
@luma.gl/webgpu
webgpuAdapterNew object representing the WebGPU backend- Numerous under-the-hood improvements and bug fixes
Version 9.0
Target Date: Feb 2024
luma.gl v9 contains significant API changes and requires existing luma.gl v8 applications to be upgraded.
luma.gl v9 is a major release that adds experimental WebGPU support to the luma.gl API.
WebGPU Support
The biggest change is that the core API is now portable (no longer WebGL-specific), and plug-in backends are provided for WebGL 2 and WebGPU:
- Portable GPU API:
@luma.gl/corenow provides a portable GPU resource management API. - WebGL bindings:
@luma.gl/webglnow provides a WebGL backend for the core API. - WebGPU bindings:
@luma.gl/webgpuprovides a new experimental WebGPU backend for the core API.
WebGL Support
luma.gl v9 drops support for WebGL 1 functionality.
- WebGL1 WebGL 1 support is dropped.
- GLSL 1.00 is no longer supported. GLSL shaders need to be ported to GLSL 3.00.
- headless-gl The Node.js WebGL 1 integration is no longer supported
On the upside this means that all features requiring WebGL 2 are now available and luma.gl also brings support for a range of new WebGL 2 extensions, see more below.
New module structure
| Module | Impact | Description |
|---|---|---|
@luma.gl/core | New API | The new portable luma.gl GPU API. Applications can run on both WebGPU and WebGL2 devices. |
@luma.gl/engine | Light API updates | Classic luma.gl engine classes ()Model, AnimationLoop etc), which work portably on both WebGPU and WebGL 2. |
@luma.gl/gltf | Renamed module | New module that exports the glTF classes (moved from @luma.gl/experimental). |
@luma.gl/shadertools | Light API updates | The shader assembler API and the shader module library. |
@luma.gl/webgl | WebGL backend | Optional "GPU backend module". Importing this module enables the application to create WebGL 2 Devices. |
@luma.gl/webgpu | WebGPU backend | Experimental "GPU backend module". Importing this module enables the application to create WebGPU Devices. |
General improvements
- TypeScript: All APIs now rigorously typed.
- ES modules - Modern ES module and CommonJS entry points for maximum interoperability.
- Website - New Docusaurus website with more embedded live examples and improved documentation.
- Debugging - SpectorJS integration. Shader debugger UI.
New features
@luma.gl/core
- Exports the new
Deviceclass is the entry point to the luma.gl API, used to create other GPU resources.
@luma.gl/engine
- NEW: Scenegraph classes:
ModelNode,GroupNode,ScenegraphNode, moved from@luma.gl/experimental. - NEW:
ShaderInputs- Class that manages uniform buffers for aModel - NEW:
ShaderFactory- Creates and caches reusableShaderresources - NEW:
AnimationLoopTemplate- Helper class for writing cleaner demos and applications in TypeScript. - New
Computation- Class that manages aComputePipelinesimilar toModelandTransform.
@luma.gl/gltf
- New module that exports the glTF classes (moved from
@luma.gl/experimental).
@luma.gl/shadertools
- All shader modules now use uniform buffers.
- New
ShaderAssemblerclass that provides a clean entry point to the shader module system. - New
CompilerMessagetype andformatCompilerLogfunction for portable shader log handling. - Shader assembly now supports WGSL and single shader source (compute or single vertex+fragment WGSL shaders)
@luma.gl/webgl
- The new bindings API now supports WebGL 2 Uniform Buffers.
WebGL 2 Extension support: WebGL is not dead yet! Browsers (Chrome in particular)
are actively developing "extensions" for WebGL 2,
and luma.gl is exposing support for many of the new WebGL extensions through the
DeviceFeatures API.
New Device.features that improve application performance in WebGL:
compilation-status-async-webgl: Asynchronous shader compilation and linking is used automatically by luma.gl and significantly speeds up applications that create manyRenderPipelines.
New Device.features that enable additional color format support in WebGL:
rgb9e5ufloat-renderable-webgl:rgb9e5ufloatis renderable.snorm8-renderable-webgl:r,rg,rgba8snormare renderable.norm16-renderable-webgl:r,rg,rgba16normare renderable.snorm16-renderable-webgl:r,rg,rgba16snormare renderable.
New Device.features that expose new GPU parameters in WebGL:
depth-clip-control:parameters.unclippedDepth- depth clipping can now be disabled.provoking-vertex-webgl:parameters.provokingVertex- controls which primitive vertex is used for flat shading.polygon-mode-webgl:parameters.polygonMode- enables wire frame rendering of polygons.polygon-mode-webgl:parameters.polygonOffsetLine- enables depth bias (polygon offset) for lines.shader-clip-cull-distance-webgl:parameters.clipCullDistance0-7, also see GLSL effects below.
New Device.features that enable new GLSL syntax
shader-noperspective-interpolation-webgl: GLSL vertex outputs and fragment inputs may be declared with anoperspectiveinterpolation qualifier.shader-conservative-depth-webgl: GLSLgl_FragDepthqualifiersdepth_anydepth_greaterdepth_lessdepth_unchangedcan enable early depth test optimizations.shader-clip-cull-distance-webgl: Enablesgl_ClipDistance[] / gl_CullDistance[].