export function createWebGLContext(glAttribs: any): CanvasRenderingContext2D | ImageBitmapRenderingContext | WebGLRenderingContext | WebGL2RenderingContext | null; export namespace ATTRIB { export const POSITION: number; export const NORMAL: number; export const TANGENT: number; export const TEXCOORD_0: number; export const TEXCOORD_1: number; export const COLOR_0: number; } export namespace ATTRIB_MASK { const POSITION_1: number; export { POSITION_1 as POSITION }; const NORMAL_1: number; export { NORMAL_1 as NORMAL }; const TANGENT_1: number; export { TANGENT_1 as TANGENT }; const TEXCOORD_0_1: number; export { TEXCOORD_0_1 as TEXCOORD_0 }; const TEXCOORD_1_1: number; export { TEXCOORD_1_1 as TEXCOORD_1 }; const COLOR_0_1: number; export { COLOR_0_1 as COLOR_0 }; } export class RenderView { constructor(projectionMatrix: any, viewTransform: any, viewport?: any, eye?: string); projectionMatrix: any; viewport: any; _eye: any; _eyeIndex: number; _viewMatrix: any; viewTransform: any; get viewMatrix(): any; set eye(arg: any); get eye(): any; get eyeIndex(): number; } export class RenderTexture { constructor(texture: any); _texture: any; _complete: boolean; _activeFrameId: number; _activeCallback: any; markActive(frameId: any): void; } export class Renderer { constructor(gl: any); _gl: any; _frameId: number; _programCache: {}; _textureCache: {}; _renderPrimitives: any[]; _cameraPositions: any[]; _vaoExt: any; _defaultFragPrecision: string; _depthMaskNeedsReset: boolean; _colorMaskNeedsReset: boolean; _globalLightColor: any; _globalLightDir: any; get gl(): any; set globalLightColor(arg: any); get globalLightColor(): any; set globalLightDir(arg: any); get globalLightDir(): any; createRenderBuffer(target: any, data: any, usage?: number): RenderBuffer; updateRenderBuffer(buffer: any, data: any, offset?: number): void; createRenderPrimitive(primitive: any, material: any): RenderPrimitive; createMesh(primitive: any, material: any): Node; drawViews(views: any, rootNode: any): void; _drawRenderPrimitiveSet(views: any, renderPrimitives: any): void; _getRenderTexture(texture: any): any; _setSamplerParameters(texture: any): void; _getProgramKey(name: any, defines: any): string; _getMaterialProgram(material: any, renderPrimitive: any): any; _bindPrimitive(primitive: any, attribMask: any): void; _bindMaterialState(material: any, prevMaterial?: any): void; } declare class RenderBuffer { constructor(target: any, usage: any, buffer: any, length?: number); _target: any; _usage: any; _length: number; _buffer: any; _promise: Promise; waitForComplete(): Promise; } declare class RenderPrimitive { constructor(primitive: any); _activeFrameId: number; _instances: any[]; _material: any; setPrimitive(primitive: any): void; _mode: any; _elementCount: any; _promise: Promise | null | undefined; _vao: any; _complete: boolean | undefined; _attributeBuffers: any[] | undefined; _attributeMask: number | undefined; _indexBuffer: any; _indexByteOffset: any; _indexType: any; _min: any; _max: any; setRenderMaterial(material: any): void; markActive(frameId: any): void; get samplers(): any; get uniforms(): any; waitForComplete(): Promise; } import { Node } from "./node.js"; export {};