The sphere is emitted by C GX calls, transformed and lit in Rust/Wasm, rasterized into WebGL2, then copied into YUYV memory and presented through VI.
This is synthetic geometry, not Melee gameplay or a native 60 fps benchmark. Spotlight/specular shading, texture sampling and original gameplay remain unfinished. See the AA/scaled/tiled-copy lab for copy diagnostics.
Loading native lighting backend…
Framebuffer copies · Geometry diagnostic · Native startup · Slippi reference watcher