export class Render2d { constructor(device: any, maxQuads?: number); device: any; format: VertexFormat; mesh: Mesh; prim: { type: number; indexed: boolean; base: number; baseVertex: number; count: number; }; quads: number; dirty: boolean; material: ShaderMaterial; meshInstance: MeshInstance; meshInstances: MeshInstance[]; layer: any; rendered: boolean; clr: Float32Array; targetWidth: number; targetHeight: number; resize(capacity: any): void; maxQuads: any; data: Float32Array; colors: Uint32Array; buffer: VertexBuffer; indexBuffer: IndexBuffer; destroy(): void; setClip(x: any, y: any, w: any, h: any): void; clipLeft: any; clipBottom: any; clipRight: any; clipTop: any; quad(x: any, y: any, w: any, h: any, u: any, v: any, uw: any, uh: any, texture: any, mode?: number, color?: number): number; rect(x: any, y: any, w: any, h: any, color: any): void; graph(graph: any, x: any, y: any, w: any, h: any, color: any): void; graphCursor(graph: any): void; startFrame(): void; setLayer(layer: any): void; frameUpdate(): void; onPreRenderLayer(camera: any, layer: any, transparent: any): void; onPostRenderLayer(): void; render(layer: any, graphTexture: any, wordsTexture: any, clr: any): void; } import { VertexFormat } from '../../platform/graphics/vertex-format.js'; import { Mesh } from '../../scene/mesh.js'; import { ShaderMaterial } from '../../scene/materials/shader-material.js'; import { MeshInstance } from '../../scene/mesh-instance.js'; import { VertexBuffer } from '../../platform/graphics/vertex-buffer.js'; import { IndexBuffer } from '../../platform/graphics/index-buffer.js';