import { World } from "koota"; //#region src/ecs/systems/flushDirtyRangesSystem.d.ts /** * Flush dirty ranges for all active batch meshes. * * Single consolidated GPU upload per attribute. All write methods track * min/max slot indices; this converts them to addUpdateRange calls so * only the changed portion is uploaded. * * Self-gating: no-ops if no BatchRegistry exists. */ declare function flushDirtyRangesSystem(world: World): void; //#endregion export { flushDirtyRangesSystem }; //# sourceMappingURL=flushDirtyRangesSystem.d.ts.map