import type { Entity } from '../../../core/Entity'; import type { SystemInterface } from '../../../core/SystemInterface'; import type { Scene3D } from '../Scene3D'; import type { ViewSubSystemOptions } from './View3DSystem'; /** * system that deals with flipping winding! * * when rendering to a texture, winding order can end up inverted if a camera matrix is flipped. * usually this happens when we flip a camera for rendering to a texture. * setting this flip will invert winding calls, so business as usual! * */ export declare class WindingSystem implements SystemInterface { static NAME: string; scene: Scene3D; private _flip; private readonly _renderer; constructor(_entity: Entity, opts?: ViewSubSystemOptions); /** * set to true to invert any gl front face winding * false for default */ set flip(value: boolean); get flip(): boolean; } //# sourceMappingURL=WindingSystem.d.ts.map