export declare class Mesh { attributes: Accessor[]; indices: Accessor; mode: number; data: {}; constructor(attributes: Accessor[], indices?: Accessor, mode?: number); static bindAccessorsVBO(target: Mesh, gl: WebGL2RenderingContext, locationList: any): void; static drawElements(target: Mesh, gl: WebGL2RenderingContext): void; static drawArrays(target: Mesh, gl: WebGL2RenderingContext): void; static drawcall(target: Mesh, gl: WebGL2RenderingContext): void; static preComputeNormal(mesh: Mesh): void; static preComputeTangent(mesh: Mesh): void; } export declare class Accessor { static types: { SCALAR: number; VEC1: number; VEC2: number; VEC3: number; VEC4: number; MAT2: number; MAT3: number; MAT4: number; }; attribute: string; bufferView: bufferView; byteOffset: number; componentType: number; normalized: boolean; count: number; max: number[]; min: number[]; size: number; private _data; constructor({ bufferView, byteOffset, componentType, normalized, count, type, max, min }: { bufferView: any; byteOffset?: number; componentType: any; normalized?: boolean; count: any; type: any; max?: any[]; min?: any[]; }, name?: string); get data(): any; static newFloat32Array(acc: Accessor): Float32Array; static getSubChunks(acc: any, data: any): any[]; static getFloat32Blocks(acc: Accessor): any[]; static getUint16Blocks(acc: Accessor): any[]; static newTypedArray(acc: Accessor): Float32Array | Int8Array | Uint8Array | Int16Array | Uint16Array | Uint32Array; static getData(acc: Accessor): any[] | Float32Array | Int8Array | Uint8Array | Int16Array | Uint16Array | Uint32Array; } export declare class bufferView { rawBuffer: ArrayBuffer; dataView: DataView; byteLength: number; byteOffset: number; byteStride: number; target: number; buffer: WebGLBuffer; constructor(rawData?: ArrayBuffer, { byteOffset, byteLength, byteStride, target }?: { byteOffset?: number; byteLength?: number; byteStride?: number; target?: number; }); static updateBuffer(bView: bufferView, gl: WebGL2RenderingContext, usage?: number): void; static bindBuffer(bView: bufferView, gl: WebGL2RenderingContext): void; }