v0.12.6: Binding and renderer fixes
A patch release that fixes crashes, memory leaks, and wrong output, and closes parity gaps between the Rust, JavaScript, Python, Swift, and Kotlin bindings.
A patch release that fixes crashes, memory leaks, and wrong output, and closes parity gaps between the Rust, JavaScript, Python, Swift, and Kotlin bindings.
The WebGL2 fallback works: uniforms get the padding the backend needs, readback stops hanging, and GPU validation errors reach the browser console.
A scene owns one ordered list of render passes that you can read, append, remove, reorder, and replace, on every binding.
The largest release so far adds a Scene graph, a glTF model loader, and physically based (PBR) materials.
Writing pixel data directly into textures, zero-copy HTML video textures on the web, and updated Python integration with RenderCanvas 2.0.
Stability improvements for long-running browser sessions where the WebAssembly memory may detach during the session.
Public types now carry stable string brands so identity checks survive Terser and similar bundler passes.
Per-frame uniform updates from worker threads now run lock-free. Error variants get explicit shapes. The website ships a live shader gallery.
Textures, meshes, multi-pass, MSAA, and a build that fails locally if any binding is missing a method.
JavaScript support on npm, a lazily loaded renderer with a simpler API, and updated wgpu and dependencies.