/** * a fixed-size Vertex Buffer object. * Compositors must check isFull() and flush before the buffer overflows. * @ignore */ export default class VertexArrayBuffer { constructor(vertexSize: any, maxVertex: any); vertexSize: any; maxVertex: any; vertexCount: number; buffer: ArrayBuffer; bufferF32: Float32Array; bufferU32: Uint32Array; /** * clear the vertex array buffer * @ignore */ clear(): void; /** * return true if full * @ignore */ isFull(vertex: any): boolean; /** * push a new vertex to the buffer * @param {number} x - x position * @param {number} y - y position * @param {number} u - texture U coordinate * @param {number} v - texture V coordinate * @param {number} tint - tint color in UINT32 (argb) format * @param {number} [textureId] - texture unit index for multi-texture batching * @ignore */ push(x: number, y: number, u: number, v: number, tint: number, textureId?: number): this; /** * push a new vertex with all-float data to the buffer * @param {ArrayLike} data - float values for one vertex * @param {number} srcOffset - start index in the source data * @param {number} count - number of floats to copy (should equal vertexSize) * @ignore */ pushFloats(data: ArrayLike, srcOffset: number, count: number): this; /** * push a new vertex to the buffer (mesh format: x, y, z, u, v, tint) * @ignore */ pushMesh(x: any, y: any, z: any, u: any, v: any, tint: any): this; /** * return a reference to the data in Float32 format * @ignore */ toFloat32(begin: any, end: any): Float32Array; /** * return a reference to the data in Uint32 format * @ignore */ toUint32(begin: any, end: any): Uint32Array; } //# sourceMappingURL=vertex.d.ts.map