@woosh/meep-engine
Version:
Pure JavaScript game engine. Fully featured and production ready.
44 lines • 1.24 kB
TypeScript
export class VirtualTextureUsage {
get counts(): Uint32Array;
set max_mip_level(arg: number);
get max_mip_level(): number;
/**
*
* @return {Uint32Array}
*/
get occupancy(): Uint32Array;
/**
*
* @return {number}
*/
get occupancy_count(): number;
/**
*
* @param {number} fingerprint
* @returns {number}
*/
getCountByFingerprint(fingerprint: number): number;
/**
*
* @param {number} mip
* @param {number} x
* @param {number} y
* @returns {number}
*/
getCountBy(mip: number, x: number, y: number): number;
clear(): void;
/**
* Given existing usage, award same usage to all tiles up the chain all the way to the root
* This helps avoid popping and ensures that when there's not enough space - at least the higher level LOD tiles are available
* @param {number} bias added to the ancestor tiles to make them more likely to be loaded
*/
promoteAncestors(bias?: number): void;
sortOccupancyByLOD(): void;
/**
*
* @param {Uint8Array} data usage texture data
*/
fromTexture(data: Uint8Array): void;
#private;
}
//# sourceMappingURL=VirtualTextureUsage.d.ts.map