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    Interface ParticlePipelineFactory

    What registerParticlePipeline() installs: a factory the renderer calls once per context, on the first particle item — never at initialize, so a scene with no particles issues the byte-identical GL sequence it always did, and never per frame.

    interface ParticlePipelineFactory {
        create(gl: ParticleGlContext): ParticlePrograms;
    }
    Index
    • Compiles the plain billboard program on gl and builds the two caches. May throw SHADER_COMPILATION_FAILED (§89); the renderer catches it — §61 forbids a frame from throwing — warns once, and draws no particles on that context.

      Parameters

      Returns ParticlePrograms