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pex-renderer

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Physically Based Renderer (PBR) and scene graph designed as ECS for PEX: define entities to be rendered as collections of components with their update orchestrated by systems.

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declare function _default({ ctx, debug }: { ctx: any; debug?: boolean; }): { debug(enabled: any): void; time: number; deltaTime: number; _prevTime: number; renderGraph: { renderPasses: any[]; beginFrame(): void; renderPass(options: any): void; endFrame(): void; }; resourceCache: { _cache: ({ type: string; props: { attributes: { aPosition: any; }; count: number; }; value: { attributes: { aPosition: any; }; count: number; }; usage: string; } | { type: string; props: { attributes: { aPosition: any; aTexCoord0: any; }; indices: any; }; value: { attributes: { aPosition: any; aTexCoord0: any; }; indices: any; }; usage: string; })[]; Usage: { Transient: string; Retained: string; }; texture2D: (props: any, usage: any) => any; textureCube: (props: any, usage: any) => any; renderbuffer: (props: any, usage: any) => any; pass: (props: any, usage: any) => any; pipeline: (props: any, usage: any) => any; vertexBuffer: (props: any, usage: any) => any; indexBuffer: (props: any, usage: any) => any; fullscreenTriangle: () => any; fullscreenQuad: () => any; beginFrame(): void; endFrame(): void; dispose(): void; }; systems: import("./types.js").System[]; renderers: import("./types.js").RendererSystem[]; update(entities: any, deltaTime: any): void; render(entities: any, cameraEntities: any, options?: {}): any; dispose(entities: any): void; }; export default _default;