/** * A WebGL implementation of the RenderTarget. * * @ignore */ export class WebglRenderTarget { _glFrameBuffer: any; _glDepthBuffer: any; _glResolveFrameBuffer: any; /** * A list of framebuffers created When MSAA and MRT are used together, one for each color buffer. * This allows color buffers to be resolved separately. * * @type {FramebufferPair[]} */ colorMrtFramebuffers: FramebufferPair[]; _glMsaaColorBuffers: any[]; _glMsaaDepthBuffer: any; /** * The supplied single-sampled framebuffer for rendering. Undefined represents no supplied * framebuffer. Null represents the default framebuffer. A value represents a user-supplied * framebuffer. */ suppliedColorFramebuffer: any; _isInitialized: boolean; destroy(device: any): void; get initialized(): boolean; init(device: any, target: any): void; _createMsaaMrtFramebuffers(device: any, target: any, colorBufferCount: any): void; /** * Checks the completeness status of the currently bound WebGLFramebuffer object. * * @private */ private _checkFbo; loseContext(): void; internalResolve(device: any, src: any, dst: any, target: any, mask: any): void; resolve(device: any, target: any, color: any, depth: any): void; } /** * A private class representing a pair of framebuffers, when MSAA is used. * * @ignore */ declare class FramebufferPair { constructor(msaaFB: any, resolveFB: any); /** Multi-sampled rendering framebuffer */ msaaFB: any; /** Single-sampled resolve framebuffer */ resolveFB: any; destroy(gl: any): void; } export {};