import { World } from "koota"; //#region src/ecs/systems/materialVersionSystem.d.ts /** * Check for material schema version changes (tier upgrades from effect registration). * * When detected, evicts sprites from old batches (wrong buffer layout) and * re-triggers IsRenderable so batchAssignSystem creates new batches with * the correct effect buffer tier. * * Self-gating: no-ops if no BatchRegistry exists. */ declare function materialVersionSystem(world: World): void; //#endregion export { materialVersionSystem }; //# sourceMappingURL=materialVersionSystem.d.ts.map