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playcanvas

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PlayCanvas WebGL game engine

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/** * @import { GSplatInfo } from "./gsplat-info.js" * @import { GraphicsDevice } from '../../platform/graphics/graphics-device.js' * @import { GraphNode } from '../graph-node.js'; */ /** * @ignore */ export class GSplatWorkBuffer { constructor(device: any); /** @type {GraphicsDevice} */ device: GraphicsDevice; /** @type {number} */ id: number; /** @type {Texture} */ colorTexture: Texture; /** @type {Texture} */ covATexture: Texture; /** @type {Texture} */ covBTexture: Texture; /** @type {Texture} */ centerTexture: Texture; /** @type {RenderTarget} */ renderTarget: RenderTarget; /** @type {Texture} */ orderTexture: Texture; /** @type {GSplatWorkBufferRenderPass} */ renderPass: GSplatWorkBufferRenderPass; destroy(): void; get textureSize(): number; setOrderData(data: any): void; createTexture(name: any, format: any, w: any, h: any): Texture; /** * @param {number} textureSize - The texture size to resize to. */ resize(textureSize: number): void; /** * Render given splats to the work buffer. * * @param {GSplatInfo[]} splats - The splats to render. * @param {GraphNode} cameraNode - The camera node. * @param {number[][]|undefined} colorsByLod - Array of RGB colors per LOD. Index by lodIndex; if a * shorter array is provided, index 0 will be reused as fallback. */ render(splats: GSplatInfo[], cameraNode: GraphNode, colorsByLod: number[][] | undefined): void; } import type { GraphicsDevice } from '../../platform/graphics/graphics-device.js'; import { Texture } from '../../platform/graphics/texture.js'; import { RenderTarget } from '../../platform/graphics/render-target.js'; import { GSplatWorkBufferRenderPass } from './gsplat-work-buffer-render-pass.js'; import type { GSplatInfo } from "./gsplat-info.js"; import type { GraphNode } from '../graph-node.js';