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 10.0
Target Release Date: Q3, 2026
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. - Faster graph-native GPU acceleration - Consecutive compute nodes can share one command-encoder pass; reusable stable GPU sorting fuses small inputs and uses four-bit radix passes for larger workloads, while small bounding-volume hierarchies build and refit inside one workgroup. The shared WebGPU ray tracer automatically composes these primitives and derives tight mesh-instance bounds from retained triangle BLAS roots without requesting elevated CORE limits.
- Lower-overhead retained GPU ray tracing - Reusable segmented GPU sorting and BVH construction group packed mesh permutations and hierarchies into width-bucketed dispatches, retained texture-history pairs eliminate full-frame color/metadata copies, categorized ANARI scene revisions avoid repeated hierarchy extraction, and software ray traversal reuses inverse directions and queued bounding-box entry distances while preserving standard CORE WebGPU compatibility.
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/tables- Generic GPU table/runtime, planning, transform, and compute helpers.@luma.gl/arrow- New module for working with binary columnar data on the GPU.@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, atlas construction, and Arrow text adapters.@luma.gl/splats- Experimental Gaussian splat rendering with caller-owned GPU data and preserved streaming batches.
@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. - Dependency-free mesh simplification -
simplifyMesh()generates deterministic, index-only mesh levels through quadric-error edge collapses while retaining original vertex attributes, boundary constraints, triangle orientation, and skinning domains.
@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, larger joint palettes, 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.
- GPU-instanced animated crowds - Render independently animated characters with one shared instanced draw per source primitive. Actors retain independent clips, phases, playback speeds, crossfades, transforms, and skin palettes while sharing immutable geometry and materials across WebGPU and WebGL 2.
- Automatic screen-space crowd LOD - Resolve authored
MSFT_lodmeshes or generate safe index-only alternatives, classify independently animated actors by projected size, cull offscreen/tiny actors, and submit one instanced draw per occupied primitive/detail bucket on WebGPU and WebGL 2. - Global animated-crowd vertex budgets - Cap submitted index references across every visible actor and source primitive, preserve nearby character detail through deterministic farthest-first demotion, and expose explicit diagnostics when a requested budget cannot be satisfied without hiding actors.
- 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/anari (Experimental)
- Retained physically based rendering - The private ANARI-inspired workspace 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 Morton-sorted object/instance TLASes and per-mesh triangle BLASes, 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/anari/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.
@luma.gl/experimental
- 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 Morton-sorted object/instance TLAS construction, retained-permutation transform refits, topology-only Morton-sorted per-mesh triangle BLAS construction, 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 exactly eight storage buffers, every TLAS or BLAS construction pass stays within the eight-storage-buffer WebGPU CORE limit, 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.
luDFGPU-resident dataframes - The optional@luma.gl/experimental/ludfentry point adds immutable nullable expressions, derived columns, dense categorical and global aggregations, explicit-domain histograms, stable per-batch sorting and top-K, and bounded unique-right joins over existingGPUTablebatches. Applications retain ownership of GPU command submission, source lifetimes, and optional result readback.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 command graphs - Experimental WebGPU command graphs compile explicit buffer hazards, fixed capacities, node resources, and transient-buffer reuse while leaving encoding and submission under application control.
- LuRaster GPU raster analytics - The optional
@luma.gl/experimental/lurasterentry point brings calibrated, nodata-aware scientific raster processing to caller-owned WebGPU command graphs. It includes NDVI and band math; histograms, contrast, thresholds, and contours; convolution, smoothing, analytical gradients, and morphology; bounded tile residency with seam-correct neighbor halos; weighted numerical and exact categorical analytical overviews; replayable dataset-wide statistics, histograms, approximate percentiles, and explicit overflow reporting; and deterministic four/eight-connected foreground labeling with sparse roots, contiguous dense region identifiers, exact and capacity-bounded component counts, nodata barriers, bounded GPU convergence, explicit truncation, and fail-closed output. Applications retain responsibility for decoding, command submission, synchronization, and readback. LuRaster Concepts and Execution Model explains the data model, terminology, and execution boundaries; the Satellite Raster Lab demonstrates the supported workflows. - Reusable command-graph inspection -
GPUCommandGraphInspectorcollects bounded whole-graph and per-node CPU/GPU timing summaries, compile-time allocation statistics, and device capabilities for application-owned diagnostic UIs. - Flat GPU scene records -
GPUSceneowns or borrows a fixed-capacity, table-independent draw database with stable IDs, bounds, transforms, grouping, geometry references, command slots, and typed command-graph views. Validated mutation transactions add bounded insert, patch, removal, stable compaction, overflow, move reporting, and exact queue-write costs without introducing a CPU scene hierarchy. - Explicit GPU scene adapters -
makeGPUSceneFromCPUScene()maps application-owned hierarchies into ordinary mutable scene records through stable preorder callbacks, whilemakeGPUScenePartitionsFromGPUTable()borrows canonical interleaved records from every preserved table batch without readback, concatenation, or hidden packing. Empty batches retain partition identity, and per-buffer ownership keeps table records borrowed while adapter state is released normally. - GPU scene draw generation -
GPUSceneDrawGenerationdeterministically maps active, visible scene rows into explicit fixed-capacity indirect-command slots. Static geometry arguments remain renderer-owned, while GPU-resident required and published counts plus overflow expose out-of-range requests and collisions without CPU draw selection or hidden allocation. - GPU scene resource groups -
GPUSceneResourceGroupsclassifies generated indirect commands into stable renderer-owned pipeline/resource windows, preserves empty group slots and explicit binding order, and exposes per-group counts plus geometry, slot, and unknown-group overflow without claiming bindless WebGPU behavior. - GPU-resident trace scenes -
GPUTraceScene, from@luma.gl/experimental/lutrace, preserves canonical span identity, timing, process/thread ownership, hierarchy parents, explicit source batches, dependency links, and bidirectional adjacency while projecting ordinaryGPUScenerecords for shared visibility, indirect drawing, and renderer-owned resource groups. - GPU-native trace interactions -
GPUTraceInteractionand reusable timeline picking live in the optional@luma.gl/experimental/lutracesubmodule, 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. - Reusable command-graph contributors -
GPUCommandGraphContributorgives small algorithm libraries a structuraladdToGraph()contract, while public aligned-view binding and typed transient-view helpers let those libraries extend command graphs without a runtime registry or hidden submission. - 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/luprojsubpath 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 scan, compaction, and indirect drawing - Typed graph views compose hierarchical
uint32scan, stable ID compaction, and GPU-writtenDrawCommandBufferinstance counts. Scan and compaction accept fixed-widthGPUVectorimports as one logical sequence while preserving chunk topology. The GPU Trace Viewer demonstrates the path over up to four million spans, while GPU Frustum Culling applies it to indexed indirect rendering of a 3D instance field. - GPU virtual-geometry selection -
GPUVirtualGeometrySelectiontraverses breadth-level cluster forests with conservative sphere-frustum tests and pixel-scale geometric error, then reuses stable visibility compaction to publish a deterministic cluster frontier and capacity-safe indirect instance count without CPU readback. - Virtual Geometry Canyon - The WebGPU showcase drives a 4×4, six-refinement terrain forest through GPU-only LOD selection and one indexed indirect draw. A shared grid, exact parent-triangle geomorphing, and skirts visualize more than 41 million potential leaf triangles without a per-frame traversal or readback on the CPU.
- GPU trace manipulation primitives -
GPUMaskcomposes chunk-preserving selection predicates;GPUHierarchyLayoutcomputes scan-based process and thread expansion;GPUGraphTraversalexpands bounded, cycle-safe CSR dependency frontiers; andGPUAncestorProjectionreconnects hidden spans to their nearest visible canonical parent. The GPU Hierarchical Trace Viewer applies all four to live hierarchy controls, topology filters, dependency focusing, GPU picking, projected indirect edges, and collapsed-process activity. - Graph-native GPU sort -
GPUSortstably orders one paired packeduint32domain, whileGPUBatchSortindependently orders aligned GPU vector chunks without hidden packing or lost batch boundaries. Fused single-workgroup bitonic or four-bit LSD radix selection occurs per work unit. The GPU Sort example contrasts packed global order with preserved Arrow batches and exposes graph compilation and transient reuse. - Reusable 2D GPU FFT -
GPUFFT2Drecords bounded power-of-two complex transforms into caller-owned WebGPU command encoders. Forward and normalized inverse passes share one explicit scratch field without hidden submission or readback, providing a reusable spectral-simulation and signal-processing foundation. - GPU spectral ocean simulation -
SpectralOceanSimulationevolves a deterministic seeded Phillips spectrum, composes three inverseGPUFFT2Dtransforms, 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. - Graph-native GPU data analysis -
GPUReduction,GPUHistogram,GPUGridBinning,GPUGridAggregation, andGPUGroupAggregationadd deterministic scalar aggregates, equal-width or irregular-edge histogram counts, filtered categorical counts and floating-point statistics, row-major spatial counts, and weighted floating-point sum/min/max/mean cell statistics. GPU-resident histogram edges and group-selection masks can change between encodings without CPU readback or graph recompilation. Analysis operations initialize once and accumulate fixed-width vector chunks without packing. The GPU Data Analysis example composes the operations without hidden submission or readback. - Bounded GPU hash lookup -
GPUHashIndexbuilds fixed-capacity sparseuint32key/value tables with deterministic duplicate values, bounded linear probing, explicit overflow, and collision-work statistics.GPUHashIndexQueryresolves changing key batches without hidden submission, resizing, or readback. - Stable sparse GPU joins -
GPUHashJoincomposes exact hash lookup, scan, and bounded pair publication into stable many-to-one inner joins. Aligned left-join masks, required counts, overflow, and probe statistics remain GPU-resident and explicit. - Batch-preserving sparse GPU joins -
GPUBatchHashJoinindependently joins orderedGraphVectorViewchunks against one shared right index. Per-batch capacities, required counts, source-or-output overflow, and probe statistics preserve streaming and Arrow partition identity without implicit packing. - 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. - 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.
- Visualization City - The Advanced Effects example combines the private G-buffer, deferred-lighting, and shadow stack with the public screen-space effects in one v10 showcase.
@luma.gl/tables NEW MODULE
- 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. - Generic GPU tables - Canonical
GPUData,GPUVector,GPURecordBatch, andGPUTableruntime classes for reusable non-Arrow-specific GPU table ownership and batching. - Table-backed rendering -
GPUTableModeldraws preserved table batches, andGPUTableGeometryexposes packed static GPU tables as renderable geometry. - Vertex storage planning -
GPUTableBufferPlannernow checks 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, andGPUTableBufferPlannernow live beside the generic table runtime instead of the Arrow 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/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.
@luma.gl/arrow NEW MODULE
- Renderer-independent Arrow analytics upload -
makeGPUAnalyticsTableFromArrowTable()preserves Arrow record batches, sliced validity bitmaps, nullable column masks, and explicit dictionary labels while uploading portable scalar columns without requiring aShaderLayout. - Arrow shader layouts -
getArrowBufferLayout()maps Arrow scalar andFixedSizeListcolumns to shader attribute formats from a shader-first layout, including directarrow.Vectorsources and Arrow table path mappings. - Arrow GPU adapters - Arrow factories, append helpers, and readback helpers bridge Apache Arrow inputs into
@luma.gl/tablesobjects and preserve chunked UTF-8 GPU vector input for text workflows. - Variable-length Arrow attribute lists -
GPUVectorcan retain chunked nested list columns whose elements contain one to four numeric components, covering scalar streams plus tuple-style data such as XY, XYZ, and XYZM coordinates for future path-rendering workflows. - Closed Arrow path normalization -
closeArrowPaths()appends explicit closing vertices only for closed Float32 absolute or origin-relative delta path rows whose endpoints differ beyond an epsilon, using WebGPU compute when available with equivalent CPU fallback semantics. ArrowPathModel- New attribute-backed path renderer consumes prepared Float32 XY, XYZ, and XYZM path props, expands path rows into packed per-segment render records, and supports Float64 source paths through CPU-prepared Float32 deltas plus CPU-updated view origins.ArrowPathStorageModel- New WebGPU-only storage-backed path renderer expands nested prepared Float32 XY, XYZ, and XYZM rows through compute into compact 12-byte indexed segment records using GPU path values plus persistent per-row path ranges, keeps per-path color, width, and optional view-origin rows as storage bindings, can convert Float64 source paths into Float32 deltas with onefp64arithmeticcompute pass, and can consume reusableArrowPathStorageStateobjects built bycreateArrowPathStorageState.- Mesh Arrow geometry - New
ArrowTableGeometryandmakeGPUGeometryFromArrow()support loaders.gl-compatible Mesh Arrow tables, including default interleaved vertex buffers and optional index buffers. - Arrow table adapters - Arrow table/vector upload, append, and readback utilities now layer over reusable generic GPU table objects from
@luma.gl/tables. - Supported Arrow Types and GPU Table Lifecycle - Matrix Arrow vectors, storage-selected table bindings, Arrow adapters, and the generic tables execution layer.
- Apache Arrow GPU Tables examples - Points:
FixedSizeList<Float32, 2 | 3 | 4>and DenseUnion point rows, Lines:List<FixedSizeList<Float32, 4>>, DenseUnion LineStrings, andList<Timestamp>, GeoArrow: mixed DenseUnion geometry routing, Text:Utf8/Dictionary<Utf8>, Time:Date/Time/Timestamp/Duration, Starfield:Timestamp/Duration, Matrices:FixedSizeList<Float32, 16>, Particles:FixedSizeList<Float32, 3>, and Global Grids:Uint64,Utf8for geohash, quadkey, S2, A5, and H3 now live in the Apache Arrow section. - Points Example - New ScatterplotLayer-style renderer consumes Arrow point vectors or DenseUnion point rows, supports M-coordinate or timestamp animation, and reports hover identity as full-table row index, batch, and batch-local row.
- Time Columns Example - New showcase prepares aligned scalar
DateDay,TimeMillisecond,TimestampMillisecond, andDurationMillisecondrows into relative Float32 GPU vectors, then renders the same schedule through instanced attributes or WebGPU storage bindings. - Blinking Stars Example - New showcase prepares aligned scalar
TimestampMillisecondandDurationMillisecondrows into relative Float32 GPU vectors, then uses them as per-instance visibility windows and pulse periods through instanced attributes or WebGPU storage bindings. - Lines Example - New showcase expands nested Arrow XYZM line rows and DenseUnion LineString rows into styled GPU segment instances with attribute-backed and storage-backed models, then adds an
ArrowPathTripsStorageModelmode that prepares alignedList<Timestamp>rows into relative Float32 milliseconds for storage-backed trail filtering. - GeoArrow Example - New mixed-geometry showcase routes one GeoArrow-style DenseUnion column through Arrow point, line, and polygon renderers.
@luma.gl/text
- GPU-only 2D text facade -
TextRendererrenders caller-ownedGPUTextDatawhile selecting attribute, WebGPU storage, or dictionary strategies automatically. - Incremental text streaming - Arrow chunks produce independent
GPUTextDataobjects that append to a stableTextRenderermodel without rebuilding earlier batches;GPUTextResourceslets batches and renderers share one uploaded atlas texture. - Experimental text strategies - Specialized model classes and low-level shader/compute contracts remain available from
@luma.gl/text/experimentalfor benchmarking. - Arrow text conversion helpers -
@luma.gl/arrowexportsmakeGPUTextDataFromArrow()for automatic strategy selection, plusArrowTextRenderer, source mapping, and low-level conversion helpers for specialized workflows. - 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.
- View-aware Arrow text clipping - Arrow 2D text accepts optional
FixedSizeList<Float32>[4]clip rectangles.ArrowTextLayerinterprets them as world-space anchor offsets, projects them through the active deck viewport, and supports visible-region alignment and pixel cutoffs; omittingclipRectsretains a constant no-clipping fallback instead of allocating per-row data. - GPU-selected text -
GPUTextSelectionfilters row-indexed compact glyph records from GPU row flags, preserves original row identity, and writes the selected glyph count directly into an indirect draw command. The GPU-Culled deck Trace shares one culling result between blocks, Arrow labels, and picking.
@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.
- Higher-order spherical harmonics - Degree-one through degree-three coefficients provide camera-dependent Gaussian radiance on WebGPU and WebGL2.
- Semantic filtering and GPU picking - Filter prepared semantic classes and pick stable source batch, global row, and semantic identities through dedicated GPU passes.
- Graph-native splat interaction - Reusable WebGPU command graphs evaluate higher-order directional radiance, apply GPU semantic filters, support integer picking, and composite against caller-owned mesh depth passes.
- Dynamic splats and mixed scenes - Update existing GPU source rows in place and composite depth-tested Gaussian splats between opaque and transparent mesh draws.
- Bounded splat residency - Prioritized, pinned, least-recently-used source batches remain within configurable GPU byte, row, and chunk budgets.
- Hierarchical source paging - Frustum-aware, foveated screen-space-error traversal preserves parent fallback, bounds asynchronous page decoding, and reserves GPU capacity before upload.
- Row-accurate RAD refinement - Authored Spark child links select sparse source rows, preserve mixed parent-and-leaf pages, retain coarse fallback, and cancel camera-obsolete demand.
- Spark-calibrated RAD fidelity - Analytic Gaussian projection, area-preserving antialiasing, nonlinear coarse-node opacity, best-first refinement, and angular foveation improve large authored RAD landscapes.
- Segmented out-of-core GPU rendering - Independently bounded source and projected segments preserve exact cross-page global GPU depth ordering beyond the single-storage-buffer limit.
- Khronos glTF and 3D Tiles primitives - Structural
KHR_gaussian_splattingadapters retain feature IDs, complete spherical harmonics, stable tile identities, and externally decoded SPZ v2 compression. - Camera-driven RAD sources - Range-fetch, prioritize, cancel, and evict independently owned Spark RAD pages while retaining authored global row identities and a hard interactive residency window.
- Background RAD page decoding - The Coit Tower showcase transfers independently fetched RAD pages to bounded browser workers, reconstructs Arrow pages without changing source identity, and keeps an explicit unsupported-worker fallback.
- 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, Apache Arrow conversion stays in
@luma.gl/arrow, and deck.gl integration stays in downstream applications.
Version 9.4
Target Release Date: TBD
@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 remains deferred with@luma.gl/experimentaluntil v10. - 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 depending on the private v10 G-buffer implementation.
@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. 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[].