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WebGL2 draws the particle pools #844

Description

@pasquelin

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

Code context

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.
  • The measurer's run of the Fluids S2 (spike): one GPU particle system on WebGPU and WebGL2 #420 bench scene (fires and smoke) on WebGL2: additive fire, per-emitter premultiplied smoke and soft edges checked in the image, draw cost per tier published on Fluids S2 (spike): one GPU particle system on WebGPU and WebGL2 #420; ten-thousand-bodies (no particles) at 0 px on both backends.
  • Gates: check:changed, test:changed, validate.

Links

Parent #417. Blocked by #755. Split from #755.

Activity

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    physicsPhysics: colliders, bodies, character, fluids🟡 normalFidélité et matériaux

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