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@awayjs/stage

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import { ContextWebGL } from './ContextWebGL'; import { ContextGLMipFilter } from '../base/ContextGLMipFilter'; import { ContextGLTextureFilter } from '../base/ContextGLTextureFilter'; import { ContextGLWrapMode } from '../base/ContextGLWrapMode'; import { SamplerStateWebGL } from './SamplerStateWebGL'; import { TextureBaseWebGL } from './TextureBaseWebGL'; import { TextureWebGL } from './TextureWebGL'; import { RenderTargetWebGL } from './RenderTargetWebGL'; interface IPoint { x: number; y: number; } interface IRectangle extends IPoint { width: number; height: number; } export declare class TextureContextWebGL { private _context; static MAX_SAMPLERS: number; _lastBoundedTexture: TextureWebGL; _samplerStates: SamplerStateWebGL[]; _currentRT: RenderTargetWebGL; private _gl; constructor(_context: ContextWebGL); bindRenderTarget(target: RenderTargetWebGL, check?: boolean): RenderTargetWebGL; bindTexture(texture: TextureWebGL | null, check?: boolean, target?: number): TextureWebGL; uploadFromArray(target: TextureWebGL, array: Uint8Array | Array<number> | null, miplevel?: number, premultiplied?: boolean): void; setTextureAt(sampler: number, texture: TextureWebGL): number; setSamplerStateAt(sampler: number, wrap: ContextGLWrapMode, filter: ContextGLTextureFilter, mipfilter: ContextGLMipFilter): void; unsafeCopyToTexture(target: TextureWebGL, rect: IRectangle, destPoint: IPoint): void; setRenderToTexture(target: TextureBaseWebGL, enableDepthAndStencil?: boolean, antiAlias?: boolean): void; setRenderToBackBuffer(): void; setFrameBuffer(target: TextureWebGL, enableDepthAndStencil: boolean, antiAlias: boolean): void; initFrameBuffer(target: TextureWebGL, antiAlias: boolean, depthStencil: boolean): void; presentFrameBufferTo(source: RenderTargetWebGL | null, target: TextureWebGL, rect: IRectangle, point: IPoint): void; /** * Blit self texture to renderbuffer if a multisampled */ blitTextureToRenderbuffer(target: TextureWebGL): void; disposeTexture(texture: TextureWebGL): void; } export {}; //# sourceMappingURL=TextureContextWebGL.d.ts.map