/** * Holds the viewport's LAST presented frame on screen while a capture works * on the shared scene: the frame loop keeps ticking (useFrame systems still * run, a capture can pump frames by hand) but the live draw is skipped, so * whatever a capture swaps in for its own renders — a presentation flip, a * hidden ground, an override material held across a GPU readback — never * reaches the canvas. * * Holds nest; each one expires on its own after `maxMs` so a capture that * never settles cannot freeze the viewport for the session. */ export declare function holdLiveFrame(maxMs?: number): () => void; export declare function isLiveFrameHeld(): boolean; //# sourceMappingURL=live-frame-hold.d.ts.map