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Open-source WebGL/WebGPU 3D engine for the web

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/** * @import { GSplatSogData } from './gsplat-sog-data.js' * @import { GraphicsDevice } from '../../platform/graphics/graphics-device.js' */ export class GSplatSogResource extends GSplatResourceBase { /** * @param {GraphicsDevice} device - The graphics device. * @param {GSplatSogData} gsplatData - The splat data. * @param {object} [options] - Passed to {@link GSplatResourceBase} constructor. */ constructor(device: GraphicsDevice, gsplatData: GSplatSogData, options?: object); /** * Opts each of the owned source textures into releasing its CPU-side ImageBitmap after * upload. Called by the gsplat octree, which re-creates these resources from scratch on * device loss and therefore does not need the CPU source retained for re-upload. * * @ignore */ releaseTextureSources(): void; /** * Populates the parameters map with dequantization uniforms. * V1 needs per-axis/component min/max ranges. V2 derives everything from the codebook LUT * texture so only the means min/max are required. * * @private */ private _populateParameters; configureMaterialDefines(defines: any): void; } import { GSplatResourceBase } from './gsplat-resource-base.js'; import type { GraphicsDevice } from '../../platform/graphics/graphics-device.js'; import type { GSplatSogData } from './gsplat-sog-data.js';