[SOLVED] Renderer settings in engine-only project?

How to correctly set these up on a engine-only project?
Capture

You could use something like this … that will let you use WebGPU at some point too. Engine examples do this.

const gfxOptions = {
            deviceTypes: [deviceType],
            glslangUrl: '/static/lib/glslang/glslang.js',
            twgslUrl: '/static/lib/twgsl/twgsl.js',

            antialias: false
        };

        pc.createGraphicsDevice(canvas, gfxOptions).then((device: pc.GraphicsDevice) => {

otherwise look at the WebglGraphicsDevice constructor / Application constructor on what can be passed to it.

Can this be simplified as:

        const app = new pc.Application(canvas, {
            mouse: new pc.Mouse(document.body),
            keyboard: new pc.Keyboard(window),
			antialias: true,
			powerPreference: 'high-performance',
        });

?

options for the device are passed as graphicsDeviceOptions, see
https://developer.playcanvas.com/en/api/pc.Application.html#Application

and see here what can be passed:

so something like

const app = new Application(canvas,
{
    graphicsDeviceOptions: {
        antialias: true
    }
});
1 Like

Thanks!

        const app = new pc.Application(canvas, {
            mouse: new pc.Mouse(document.body),
            keyboard: new pc.Keyboard(window),
				graphicsDeviceOptions: {
				antialias: true,
				powerPreference: 'high-performance'
			}
        });
		
		app.graphicsDevice.maxPixelRatio = window.devicePixelRatio;
...

Checking using: pc.app.graphicsDevice.initOptions ~>

alpha: false
antialias: true
depth: true
powerPreference: "high-performance"
stencil: true
2 Likes