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@awayjs/stage

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import { BitmapImage2D } from './BitmapImage2D'; import { Image2D } from './Image2D'; /** * */ export declare class SpecularImage2D extends Image2D { static assetType: string; private _specularSource; private _glossSource; private _output; /** * * @returns {string} */ get assetType(): string; get specularSource(): BitmapImage2D; set specularSource(value: BitmapImage2D); get glossSource(): BitmapImage2D; set glossSource(value: BitmapImage2D); /** * */ constructor(specularSource?: BitmapImage2D, glossSource?: BitmapImage2D); /** * Returns a new SpecularImage2D object that is a clone of the original instance * with an exact copy of the contained bitmap. * * @return A new SpecularImage2D object that is identical to the original. */ clone(): SpecularImage2D; /** * Frees memory that is used to store the SpecularImage2D object. * * <p>When the <code>dispose()</code> method is called on an image, the width * and height of the image are set to 0. All subsequent calls to methods or * properties of this SpecularImage2D instance fail, and an exception is thrown. * </p> * * <p><code>SpecularImage2D.dispose()</code> releases the memory occupied by the * actual bitmap data, immediately(a bitmap can consume up to 64 MB of * memory). After using <code>SpecularImage2D.dispose()</code>, the SpecularImage2D * object is no longer usable and an exception may be thrown if * you call functions on the SpecularImage2D object. However, * <code>SpecularImage2D.dispose()</code> does not garbage collect the SpecularImage2D * object(approximately 128 bytes); the memory occupied by the actual * SpecularImage2D object is released at the time the SpecularImage2D object is * collected by the garbage collector.</p> * */ dispose(): void; /** * * @returns {ImageData} */ get data(): Uint8ClampedArray; /** * * @param width * @param height * @private */ _setSize(width: number, height: number): void; private _testSize; } //# sourceMappingURL=SpecularImage2D.d.ts.map