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OpenGL Backend

The 2.0 spherical renderer uses an OpenGL cubemap target and samplerCube-based projection shaders.

Boundary with Processing

An internal Processing/OpenGL adapter concentrates graphics allocation, framebuffer operations, cubemap binding, readback and capability discovery. An internal cubemap target owns texture/FBO/depth resources. These implementation types are described here for maintenance and are not public API.

State and ownership

Low-level OpenGL work must respect Processing's active graphics context and restore/contain state according to the implementation contract. Raw GL identifiers should remain implementation details unless a public Javadoc explicitly exposes them.

No roadmap leakage

PBO readback, HDR/IBL and other future optimizations/features are not current 2.0 capabilities merely because they are plausible OpenGL techniques. Document them only in Roadmap until implemented and qualified.