@woosh/meep-engine
Version:
Pure JavaScript game engine. Fully featured and production ready.
79 lines • 1.89 kB
TypeScript
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