import { SamplerStateParams, TextureUnitState } from '../../states'; import { DeviceGL } from '../DeviceGL'; import { SamplerStateGL } from './SamplerStateGL'; /** * @public */ export declare class TextureUnitStateGL extends TextureUnitState { /** * Gets the id of a texture unit by its index */ static textureUnitId(textureUnitIndex: number): number; /** * Gets the texture unit id */ get unit(): number; /** * The graphics device */ readonly device: DeviceGL; /** * The sampler state object */ readonly sampler: SamplerStateGL; /** * Gets the 0-based texture unit index */ readonly index: number; constructor(device: DeviceGL, index: number); /** * Activates this texture unit */ activate(): this; /** * Assigns and commits the sampler state and current texture to this texture unit * * @remarks * The given sampler state will be ignored if the current texture provides * own sampler state. * * If current texture is not power of two the sampler state params will be * automatically adjusted so webgl engine does not raise errors. * * @param samplerParams - The sampler state to assign */ commit(samplerParams?: SamplerStateParams): this; } //# sourceMappingURL=TextureUnitStateGL.d.ts.map