/** * three's node system pulls texture uniforms from materials each frame via * reference nodes, and several override-material passes (shadow, depth/normal * prepasses) copy per-object texture slots onto shared materials whose cached * per-mesh node graphs can disagree about a slot's presence. When they do, * `TextureNode.update` dereferences a null texture and the exception kills the * whole render pass — the scene goes black. Substitute a 1×1 black fallback * instead (skipping is not enough: the null would still reach the backend's * texture-binding WeakMap). The slot renders black for a frame and recovers * as soon as the reference pulls a real value again. */ export declare function installTextureNodeNullGuard(): void; //# sourceMappingURL=texture-node-guard.d.ts.map