export class SplatMesh { static buildMesh(splatBuffer: any, splatAlphaRemovalThreshold?: number, halfPrecisionCovariancesOnGPU?: boolean, devicePixelRatio?: number): SplatMesh; static buildMaterial(): any; static buildGeomtery(splatBuffer: any): any; constructor(splatBuffer: any, geometry: any, material: any, splatAlphaRemovalThreshold?: number, halfPrecisionCovariancesOnGPU?: boolean, devicePixelRatio?: number); splatBuffer: any; geometry: any; material: any; splatTree: SplatTree; splatDataTextures: { covariances: { data: Uint16Array | Float32Array; texture: any; size: any; }; centerColors: { data: Uint32Array; texture: any; size: any; }; }; splatAlphaRemovalThreshold: number; halfPrecisionCovariancesOnGPU: boolean; devicePixelRatio: number; buildSplatTree(): void; getSplatTree(): SplatTree; resetLocalSplatDataAndTexturesFromSplatBuffer(): void; updateLocalSplatDataFromSplatBuffer(): void; covariances: Float32Array; colors: Uint8Array; centers: Float32Array; allocateAndStoreLocalSplatDataInTextures(): void; updateSplatDataToDataTextures(): void; updateLocalCovarianceDataToDataTexture(): void; updateLocalCenterColorDataToDataTexture(): void; updateIndexes(indexes: any, renderSplatCount: any): void; updateUniforms: (renderDimensions: any, cameraFocalLengthX: any, cameraFocalLengthY: any) => void; getSplatDataTextures(): { covariances: { data: Uint16Array | Float32Array; texture: any; size: any; }; centerColors: { data: Uint32Array; texture: any; size: any; }; }; getSplatCount(): any; getCenters(): Float32Array; getColors(): Uint8Array; getCovariances(): Float32Array; } import { SplatTree } from "./splattree/SplatTree.js";