One asset, three paths.
Parse one SVG into vector meshes, load the same file as a browser raster, and render a deliberately limited vector reference with SVGRenderer. The matrix makes support boundaries visible instead of hiding them behind a single preview.
Preparing the WebGPU/WebGL2 scene, SVGLoader parse, raster texture, and SVGRenderer reference...
- paths
- -
- shapes
- -
- strokes
- -
- triangles
- -
- raster
- -
- SVG DOM
- -
- draws
- -
- source
- -
Vector mode uses path.toShapes(), createFillMaterial(), createStrokeMaterial(), and pointsToStroke().
| feature | vector mesh | raster texture | SVGRenderer |
|---|---|---|---|
| gradient fill | - | - | - |
| gradient stroke | - | - | - |
| filter | - | - | - |
| text | - | - | - |
| stroke | - | - | - |
The browser raster is the reference for source-level features; vector and SVGRenderer rows describe what this study actually constructs.
A local SVG keeps the experiment deterministic and inspectable.
The inline SVG is rendered from simple ShapeGeometry only; it intentionally does not claim texture, filter, or text parity.
Rebuild replaces vector resources; raster reload replaces its Texture; release disposes all three lanes and removes the generated SVG DOM.
The scene compares the same local source, not identical pixels. Try ?forceWebGL=1 for the WebGL2 companion, then use Release resources to inspect cleanup.