INK TRUTH
Geometry handed to the engine must reach actual pixels. Each case below builds a map on its own stage, draws, waits for the engine to settle, reads the backbuffer inside a render event and counts what came back. Every case guards a bug that shipped once with every metric green. Run them here by hand; the e2e suite runs the same cases by id and requires the same checks.
- Drives
- e2e/ink.spec.ts, through window.__renderCase(id)
- Stages
- tile-free basemaps: deterministic and network-silent
- Reads
- gl.readPixels inside the render event, the one readable moment
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