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Split from #755: the particle draw on both backends passes one pull request. #755 ships the WebGPU draw and refuses the pools by name on WebGL2; a WebGL2 world then shows no particles. This issue gives WebGL2 the same draw, about 200 hand-written lines.
Depth readable on the default framebuffer: the soft-edge depth copy works when the scene renders to the default framebuffer; the copy target's format is probed in order DEPTH24_STENCIL8 then DEPTH_COMPONENT24; a context offering neither refuses the pools by name, never draws hard edges as soft.
effects.refused: the existing non-throwing refusal channel the particle refusal follows.
Proof
Fake GL test that bites: a strict fake WebGL2 context where the default framebuffer offers only DEPTH_COMPONENT24 (the copy works), then neither format (the pools are refused by name, the session keeps running); the test fails if the probe order or the refusal is removed.
Why
Split from #755: the particle draw on both backends passes one pull request. #755 ships the WebGPU draw and refuses the pools by name on WebGL2; a WebGL2 world then shows no particles. This issue gives WebGL2 the same draw, about 200 hand-written lines.
To do
DEPTH24_STENCIL8thenDEPTH_COMPONENT24; a context offering neither refuses the pools by name, never draws hard edges as soft.effects.refused; a refused pool is named with a notice and the world session carries on.Code context
755-particle-draw): the blend modes, the per-emitter sort and the soft-edge fade are reused, never rebuilt for WebGL2.effects.refused: the existing non-throwing refusal channel the particle refusal follows.Proof
DEPTH_COMPONENT24(the copy works), then neither format (the pools are refused by name, the session keeps running); the test fails if the probe order or the refusal is removed.ten-thousand-bodies(no particles) at 0 px on both backends.check:changed,test:changed,validate.Links
Parent #417. Blocked by #755. Split from #755.