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@woosh/meep-engine

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Pure JavaScript game engine. Fully featured and production ready.

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export class WebGLTextureAtlas { constructor({ format, minFilter, magFilter, type, mapping, anisotropy, encoding }: { format?: import("three").PixelFormat; minFilter?: import("three").TextureFilter; magFilter?: import("three").TextureFilter; type?: import("three").TextureDataType; mapping?: import("three").Mapping; anisotropy?: number; encoding?: import("three").TextureEncoding; }); /** * * @type {Texture[]} * @private */ private __sources; /** * * @type {AtlasPatch[]} * @private */ private __patches; /** * * @type {IdPool} * @private */ private __ids; /** * * @type {number} * @private */ private __width; /** * * @type {number} * @private */ private __height; /** * * @type {number} * @private */ private __total_area; /** * * @type {number} * @private */ private __max_size; /** * * @type {DataTexture} * @private */ private __texture; /** * * @param {Texture} source * @param {number} source_x * @param {number} source_y * @param {number} source_width * @param {number} source_height * @param {number} target_width * @param {number} target_height */ add(source: Texture, source_x: number, source_y: number, source_width: number, source_height: number, target_width: number, target_height: number): AtlasPatch; layout(): void; /** * Paint patches onto the atlas texture * NOTE: all patches are assumed to be packed properly at this point * @param {WebGLRenderer} renderer */ build(renderer: WebGLRenderer): void; } import { AtlasPatch } from "../AtlasPatch.js"; //# sourceMappingURL=WebGLTextureAtlas.d.ts.map