import type FrameBuffer from '../FrameBuffer'; import Texture from '../Texture'; import GLTexture from './GLTexture'; declare class GLFrameBuffer { private _fb; private _webglFb?; private _webglRb?; private _webglRbW?; private _webglRbH?; private _bound?; private _textures; constructor(frambuffer: FrameBuffer); bind(gl: WebGL2RenderingContext, helpers: { getGLTexture: (texture: Texture) => GLTexture; getGLExtension: (name: string) => any; }): void; unbind(gl: WebGL2RenderingContext, nextFameBuffer?: GLFrameBuffer): void; updateMipmap(gl: WebGL2RenderingContext): void; dispose(gl: WebGL2RenderingContext): void; checkStatus(_gl: WebGL2RenderingContext): number; } export default GLFrameBuffer;