soonspacejs 2.14.28 → 2.14.30

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "soonspacejs",
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- "version": "2.14.28",
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+ "version": "2.14.30",
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  "homepage": "https://www.xwbuilders.com/soonspacejs/",
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  "description": "soonspacejs 2.x",
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  "module": "./dist/index.esm.js",
@@ -4,7 +4,7 @@ declare class ObjectsCache {
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  objects: Map<BaseObject3D['sid'], Object3D>;
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  classified: {
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  Group: Set<Group<import('three').Object3DEventMap>>;
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- Light: Set<Light<import('three').LightShadow<import('three').Camera> | undefined>>;
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+ Light: Set<Light>;
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  Model: Set<Model>;
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  Poi: Set<Poi>;
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  PoiNode: Set<PoiNode>;
@@ -1,10 +0,0 @@
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- export class WebGLInstances {
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- constructor(objects: any);
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- itemsMap: Map<any, any>;
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- instancesCacheMap: Map<any, any>;
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- objects: any;
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- init(): void;
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- push(object: any, geometry: any, material: any, groupOrder: any, z: any, group: any): void;
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- build(currentRenderList: any): void;
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- dispose(): void;
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- }
@@ -1,561 +0,0 @@
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- import { WebXRManager } from 'three/src/renderers/webxr/WebXRManager.js';
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- import { Vector4, Color, Vector3 } from 'three';
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- import { WebGLRenderTarget } from 'three/src/renderers/WebGLRenderTarget.js';
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- /**
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- * ~Options
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- */
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- export type WebGLRenderer = {
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- /**
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- * - A canvas element where the renderer draws its output. If not passed in here, a new canvas element will be created by the renderer.
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- */
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- canvas?: HTMLCanvasElement | OffscreenCanvas | undefined;
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- /**
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- * - Can be used to attach an existing rendering context to this renderer.
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- */
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- context?: WebGL2RenderingContext | undefined;
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- /**
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- * - The default shader precision. Uses `highp` if supported by the device.
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- */
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- precision?: "highp" | "mediump" | "lowp" | undefined;
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- /**
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- * - Controls the default clear alpha value. When set to`true`, the value is `0`. Otherwise it's `1`.
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- */
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- alpha?: boolean | undefined;
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- /**
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- * Whether the renderer will assume colors have premultiplied alpha or not.
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- */
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- premultipliedAlpha?: boolean | undefined;
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- /**
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- * Whether to use the default MSAA or not.
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- */
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- antialias?: boolean | undefined;
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- /**
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- * Whether the drawing buffer has a stencil buffer of at least 8 bits or not.
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- */
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- stencil?: boolean | undefined;
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- /**
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- * Whether to preserve the buffer until manually cleared or overwritten.
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- */
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- preserveDrawingBuffer?: boolean | undefined;
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- /**
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- * Provides a hint to the user agent indicating what configuration of GPU is suitable for this WebGL context.
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- */
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- powerPreference?: "default" | "low-power" | "high-performance" | undefined;
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- /**
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- * Whether the renderer creation will fail upon low performance is detected.
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- */
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- failIfMajorPerformanceCaveat?: boolean | undefined;
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- /**
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- * Whether the drawing buffer has a depth buffer of at least 16 bits.
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- */
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- depth?: boolean | undefined;
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- /**
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- * Whether to use a logarithmic depth buffer. It may be necessary to use this if dealing with huge differences in scale in a single scene.
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- * Note that this setting uses `gl_FragDepth` if available which disables the Early Fragment Test optimization and can cause a decrease in performance.
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- */
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- logarithmicDepthBuffer?: boolean | undefined;
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- /**
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- * Whether to use a reverse depth buffer. Requires the `EXT_clip_control` extension.
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- * This is a more faster and accurate version than logarithmic depth buffer.
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- */
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- reversedDepthBuffer?: boolean | undefined;
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- };
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- /**
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- * This renderer uses WebGL 2 to display scenes.
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- *
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- * WebGL 1 is not supported since `r163`.
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- */
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- export class WebGLRenderer {
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- /**
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- * Constructs a new WebGL renderer.
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- *
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- * @param {WebGLRenderer~Options} [parameters] - The configuration parameter.
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- */
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- constructor(parameters?: {});
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- /**
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- * This flag can be used for type testing.
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- *
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- * @type {boolean}
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- * @readonly
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- * @default true
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- */
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- readonly isWebGLRenderer: boolean;
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- /**
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- * A canvas where the renderer draws its output.This is automatically created by the renderer
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- * in the constructor (if not provided already); you just need to add it to your page like so:
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- * ```js
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- * document.body.appendChild( renderer.domElement );
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- * ```
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- *
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- * @type {HTMLCanvasElement|OffscreenCanvas}
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- */
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- domElement: HTMLCanvasElement | OffscreenCanvas;
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- /**
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- * A object with debug configuration settings.
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- *
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- * - `checkShaderErrors`: If it is `true`, defines whether material shader programs are
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- * checked for errors during compilation and linkage process. It may be useful to disable
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- * this check in production for performance gain. It is strongly recommended to keep these
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- * checks enabled during development. If the shader does not compile and link - it will not
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- * work and associated material will not render.
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- * - `onShaderError(gl, program, glVertexShader,glFragmentShader)`: A callback function that
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- * can be used for custom error reporting. The callback receives the WebGL context, an instance
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- * of WebGLProgram as well two instances of WebGLShader representing the vertex and fragment shader.
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- * Assigning a custom function disables the default error reporting.
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- *
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- * @type {Object}
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- */
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- debug: Object;
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- /**
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- * Whether the renderer should automatically clear its output before rendering a frame or not.
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- *
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- * @type {boolean}
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- * @default true
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- */
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- autoClear: boolean;
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- /**
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- * If {@link WebGLRenderer#autoClear} set to `true`, whether the renderer should clear
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- * the color buffer or not.
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- *
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- * @type {boolean}
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- * @default true
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- */
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- autoClearColor: boolean;
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- /**
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- * If {@link WebGLRenderer#autoClear} set to `true`, whether the renderer should clear
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- * the depth buffer or not.
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- *
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- * @type {boolean}
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- * @default true
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- */
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- autoClearDepth: boolean;
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- /**
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- * If {@link WebGLRenderer#autoClear} set to `true`, whether the renderer should clear
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- * the stencil buffer or not.
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- *
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- * @type {boolean}
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- * @default true
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- */
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- autoClearStencil: boolean;
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- /**
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- * Whether the renderer should sort objects or not.
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- *
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- * Note: Sorting is used to attempt to properly render objects that have some
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- * degree of transparency. By definition, sorting objects may not work in all
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- * cases. Depending on the needs of application, it may be necessary to turn
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- * off sorting and use other methods to deal with transparency rendering e.g.
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- * manually determining each object's rendering order.
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- *
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- * @type {boolean}
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- * @default true
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- */
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- sortObjects: boolean;
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- /**
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- * User-defined clipping planes specified in world space. These planes apply globally.
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- * Points in space whose dot product with the plane is negative are cut away.
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- *
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- * @type {Array<Plane>}
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- */
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- clippingPlanes: Array<Plane>;
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- /**
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- * Whether the renderer respects object-level clipping planes or not.
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- *
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- * @type {boolean}
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- * @default false
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- */
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- localClippingEnabled: boolean;
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- /**
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- * The tone mapping technique of the renderer.
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- *
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- * @type {(NoToneMapping|LinearToneMapping|ReinhardToneMapping|CineonToneMapping|ACESFilmicToneMapping|CustomToneMapping|AgXToneMapping|NeutralToneMapping)}
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- * @default NoToneMapping
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- */
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- toneMapping: (0 | LinearToneMapping | ReinhardToneMapping | CineonToneMapping | ACESFilmicToneMapping | CustomToneMapping | AgXToneMapping | NeutralToneMapping);
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- /**
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- * Exposure level of tone mapping.
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- *
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- * @type {number}
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- * @default 1
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- */
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- toneMappingExposure: number;
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- autoInstancing: boolean;
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- /**
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- * The normalized resolution scale for the transmission render target, measured in percentage
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- * of viewport dimensions. Lowering this value can result in significant performance improvements
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- * when using {@link MeshPhysicalMaterial#transmission}.
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- *
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- * @type {number}
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- * @default 1
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- */
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- transmissionResolutionScale: number;
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- _outputColorSpace: "srgb";
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- /**
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- * A reference to the XR manager.
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- *
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- * @type {WebXRManager}
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- */
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- xr: WebXRManager;
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- /**
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- * Returns the rendering context.
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- *
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- * @return {WebGL2RenderingContext} The rendering context.
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- */
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- getContext: () => WebGL2RenderingContext;
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- /**
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- * Returns the rendering context attributes.
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- *
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- * @return {WebGLContextAttributes} The rendering context attributes.
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- */
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- getContextAttributes: () => WebGLContextAttributes;
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- /**
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- * Simulates a loss of the WebGL context. This requires support for the `WEBGL_lose_context` extension.
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- */
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- forceContextLoss: () => void;
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- /**
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- * Simulates a restore of the WebGL context. This requires support for the `WEBGL_lose_context` extension.
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- */
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- forceContextRestore: () => void;
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- /**
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- * Returns the pixel ratio.
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- *
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- * @return {number} The pixel ratio.
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- */
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- getPixelRatio: () => number;
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- /**
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- * Sets the given pixel ratio and resizes the canvas if necessary.
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- *
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- * @param {number} value - The pixel ratio.
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- */
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- setPixelRatio: (value: number) => void;
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- /**
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- * Returns the renderer's size in logical pixels. This method does not honor the pixel ratio.
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- *
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- * @param {Vector2} target - The method writes the result in this target object.
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- * @return {Vector2} The renderer's size in logical pixels.
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- */
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- getSize: (target: Vector2) => Vector2;
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- /**
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- * Resizes the output canvas to (width, height) with device pixel ratio taken
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- * into account, and also sets the viewport to fit that size, starting in (0,
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- * 0). Setting `updateStyle` to false prevents any style changes to the output canvas.
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- *
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- * @param {number} width - The width in logical pixels.
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- * @param {number} height - The height in logical pixels.
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- * @param {boolean} [updateStyle=true] - Whether to update the `style` attribute of the canvas or not.
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- */
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- setSize: (width: number, height: number, updateStyle?: boolean) => void;
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- /**
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- * Returns the drawing buffer size in physical pixels. This method honors the pixel ratio.
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- *
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- * @param {Vector2} target - The method writes the result in this target object.
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- * @return {Vector2} The drawing buffer size.
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- */
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- getDrawingBufferSize: (target: Vector2) => Vector2;
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- /**
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- * This method allows to define the drawing buffer size by specifying
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- * width, height and pixel ratio all at once. The size of the drawing
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- * buffer is computed with this formula:
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- * ```js
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- * size.x = width * pixelRatio;
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- * size.y = height * pixelRatio;
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- * ```
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- *
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- * @param {number} width - The width in logical pixels.
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- * @param {number} height - The height in logical pixels.
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- * @param {number} pixelRatio - The pixel ratio.
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- */
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- setDrawingBufferSize: (width: number, height: number, pixelRatio: number) => void;
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- /**
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- * Returns the current viewport definition.
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- *
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- * @param {Vector2} target - The method writes the result in this target object.
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- * @return {Vector2} The current viewport definition.
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- */
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- getCurrentViewport: (target: Vector2) => Vector2;
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- /**
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- * Returns the viewport definition.
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- *
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- * @param {Vector4} target - The method writes the result in this target object.
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- * @return {Vector4} The viewport definition.
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- */
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- getViewport: (target: Vector4) => Vector4;
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- /**
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- * Sets the viewport to render from `(x, y)` to `(x + width, y + height)`.
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- *
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- * @param {number | Vector4} x - The horizontal coordinate for the lower left corner of the viewport origin in logical pixel unit.
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- * Or alternatively a four-component vector specifying all the parameters of the viewport.
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- * @param {number} y - The vertical coordinate for the lower left corner of the viewport origin in logical pixel unit.
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- * @param {number} width - The width of the viewport in logical pixel unit.
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- * @param {number} height - The height of the viewport in logical pixel unit.
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- */
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- setViewport: (x: number | Vector4, y: number, width: number, height: number) => void;
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- /**
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- * Returns the scissor region.
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- *
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- * @param {Vector4} target - The method writes the result in this target object.
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- * @return {Vector4} The scissor region.
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- */
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- getScissor: (target: Vector4) => Vector4;
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- /**
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- * Sets the scissor region to render from `(x, y)` to `(x + width, y + height)`.
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- *
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- * @param {number | Vector4} x - The horizontal coordinate for the lower left corner of the scissor region origin in logical pixel unit.
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- * Or alternatively a four-component vector specifying all the parameters of the scissor region.
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- * @param {number} y - The vertical coordinate for the lower left corner of the scissor region origin in logical pixel unit.
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- * @param {number} width - The width of the scissor region in logical pixel unit.
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- * @param {number} height - The height of the scissor region in logical pixel unit.
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- */
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- setScissor: (x: number | Vector4, y: number, width: number, height: number) => void;
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- /**
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- * Returns `true` if the scissor test is enabled.
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- *
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- * @return {boolean} Whether the scissor test is enabled or not.
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- */
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- getScissorTest: () => boolean;
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- /**
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- * Enable or disable the scissor test. When this is enabled, only the pixels
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- * within the defined scissor area will be affected by further renderer
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- * actions.
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- *
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- * @param {boolean} boolean - Whether the scissor test is enabled or not.
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- */
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- setScissorTest: (boolean: boolean) => void;
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- /**
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- * Sets a custom opaque sort function for the render lists. Pass `null`
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- * to use the default `painterSortStable` function.
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- *
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- * @param {?Function} method - The opaque sort function.
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- */
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- setOpaqueSort: (method: Function | null) => void;
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- /**
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- * Sets a custom transparent sort function for the render lists. Pass `null`
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- * to use the default `reversePainterSortStable` function.
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- *
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- * @param {?Function} method - The opaque sort function.
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- */
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- setTransparentSort: (method: Function | null) => void;
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- /**
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- * Returns the clear color.
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- *
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- * @param {Color} target - The method writes the result in this target object.
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- * @return {Color} The clear color.
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- */
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- getClearColor: (target: Color) => Color;
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- /**
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- * Sets the clear color and alpha.
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- *
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- * @param {Color} color - The clear color.
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- * @param {number} [alpha=1] - The clear alpha.
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- */
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- setClearColor: (...args: any[]) => void;
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- /**
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- * Returns the clear alpha. Ranges within `[0,1]`.
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- *
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- * @return {number} The clear alpha.
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- */
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- getClearAlpha: () => number;
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- /**
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- * Sets the clear alpha.
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- *
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- * @param {number} alpha - The clear alpha.
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- */
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- setClearAlpha: (...args: any[]) => void;
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- /**
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- * Tells the renderer to clear its color, depth or stencil drawing buffer(s).
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- * This method initializes the buffers to the current clear color values.
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- *
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- * @param {boolean} [color=true] - Whether the color buffer should be cleared or not.
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- * @param {boolean} [depth=true] - Whether the depth buffer should be cleared or not.
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- * @param {boolean} [stencil=true] - Whether the stencil buffer should be cleared or not.
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- */
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- clear: (color?: boolean, depth?: boolean, stencil?: boolean) => void;
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- /**
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- * Clears the color buffer. Equivalent to calling `renderer.clear( true, false, false )`.
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- */
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- clearColor: () => void;
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- /**
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- * Clears the depth buffer. Equivalent to calling `renderer.clear( false, true, false )`.
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- */
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- clearDepth: () => void;
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- /**
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- * Clears the stencil buffer. Equivalent to calling `renderer.clear( false, false, true )`.
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- */
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- clearStencil: () => void;
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- /**
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- * Frees the GPU-related resources allocated by this instance. Call this
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- * method whenever this instance is no longer used in your app.
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- */
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- dispose: () => void;
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- renderBufferDirect: (camera: any, scene: any, geometry: any, material: any, object: any, group: any) => void;
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- /**
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- * Compiles all materials in the scene with the camera. This is useful to precompile shaders
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- * before the first rendering. If you want to add a 3D object to an existing scene, use the third
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- * optional parameter for applying the target scene.
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- *
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- * Note that the (target) scene's lighting and environment must be configured before calling this method.
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- *
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- * @param {Object3D} scene - The scene or another type of 3D object to precompile.
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- * @param {Camera} camera - The camera.
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- * @param {?Scene} [targetScene=null] - The target scene.
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- * @return {Set<Material>} The precompiled materials.
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- */
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- compile: (scene: Object3D, camera: Camera, targetScene?: Scene | null) => Set<Material>;
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- /**
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- * Asynchronous version of {@link WebGLRenderer#compile}.
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- *
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- * This method makes use of the `KHR_parallel_shader_compile` WebGL extension. Hence,
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- * it is recommended to use this version of `compile()` whenever possible.
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- *
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- * @async
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- * @param {Object3D} scene - The scene or another type of 3D object to precompile.
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- * @param {Camera} camera - The camera.
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- * @param {?Scene} [targetScene=null] - The target scene.
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- * @return {Promise} A Promise that resolves when the given scene can be rendered without unnecessary stalling due to shader compilation.
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- */
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- compileAsync: (scene: Object3D, camera: Camera, targetScene?: Scene | null) => Promise<any>;
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- /**
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- * Applications are advised to always define the animation loop
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- * with this method and not manually with `requestAnimationFrame()`
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- * for best compatibility.
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- *
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- * @param {?onAnimationCallback} callback - The application's animation loop.
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- */
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- setAnimationLoop: (callback: onAnimationCallback | null) => void;
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- /**
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- * Renders the given scene (or other type of 3D object) using the given camera.
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- *
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- * The render is done to a previously specified render target set by calling {@link WebGLRenderer#setRenderTarget}
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- * or to the canvas as usual.
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- *
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- * By default render buffers are cleared before rendering but you can prevent
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- * this by setting the property `autoClear` to `false`. If you want to prevent
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- * only certain buffers being cleared you can `autoClearColor`, `autoClearDepth`
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- * or `autoClearStencil` to `false`. To force a clear, use {@link WebGLRenderer#clear}.
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- *
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- * @param {Object3D} scene - The scene to render.
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- * @param {Camera} camera - The camera.
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- */
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- render: (scene: Object3D, camera: Camera) => void;
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- /**
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- * Returns the active cube face.
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- *
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- * @return {number} The active cube face.
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- */
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- getActiveCubeFace: () => number;
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- /**
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- * Returns the active mipmap level.
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- *
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- * @return {number} The active mipmap level.
449
- */
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- getActiveMipmapLevel: () => number;
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- /**
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- * Returns the active render target.
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- *
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- * @return {?WebGLRenderTarget} The active render target. Returns `null` if no render target
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- * is currently set.
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- */
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- getRenderTarget: () => WebGLRenderTarget | null;
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- setRenderTargetTextures: (renderTarget: any, colorTexture: any, depthTexture: any) => void;
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- setRenderTargetFramebuffer: (renderTarget: any, defaultFramebuffer: any) => void;
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- /**
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- * Sets the active rendertarget.
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- *
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- * @param {?WebGLRenderTarget} renderTarget - The render target to set. When `null` is given,
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- * the canvas is set as the active render target instead.
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- * @param {number} [activeCubeFace=0] - The active cube face when using a cube render target.
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- * Indicates the z layer to render in to when using 3D or array render targets.
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- * @param {number} [activeMipmapLevel=0] - The active mipmap level.
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- */
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- setRenderTarget: (renderTarget: WebGLRenderTarget | null, activeCubeFace?: number, activeMipmapLevel?: number) => void;
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- /**
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- * Reads the pixel data from the given render target into the given buffer.
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- *
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- * @param {WebGLRenderTarget} renderTarget - The render target to read from.
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- * @param {number} x - The `x` coordinate of the copy region's origin.
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- * @param {number} y - The `y` coordinate of the copy region's origin.
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- * @param {number} width - The width of the copy region.
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- * @param {number} height - The height of the copy region.
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- * @param {TypedArray} buffer - The result buffer.
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- * @param {number} [activeCubeFaceIndex] - The active cube face index.
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- * @param {number} [textureIndex=0] - The texture index of an MRT render target.
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- */
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- readRenderTargetPixels: (renderTarget: WebGLRenderTarget, x: number, y: number, width: number, height: number, buffer: TypedArray, activeCubeFaceIndex?: number, textureIndex?: number) => void;
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- /**
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- * Asynchronous, non-blocking version of {@link WebGLRenderer#readRenderTargetPixels}.
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- *
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- * It is recommended to use this version of `readRenderTargetPixels()` whenever possible.
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- *
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- * @async
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- * @param {WebGLRenderTarget} renderTarget - The render target to read from.
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- * @param {number} x - The `x` coordinate of the copy region's origin.
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- * @param {number} y - The `y` coordinate of the copy region's origin.
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- * @param {number} width - The width of the copy region.
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- * @param {number} height - The height of the copy region.
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- * @param {TypedArray} buffer - The result buffer.
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- * @param {number} [activeCubeFaceIndex] - The active cube face index.
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- * @param {number} [textureIndex=0] - The texture index of an MRT render target.
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- * @return {Promise<TypedArray>} A Promise that resolves when the read has been finished. The resolve provides the read data as a typed array.
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- */
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- readRenderTargetPixelsAsync: (renderTarget: WebGLRenderTarget, x: number, y: number, width: number, height: number, buffer: TypedArray, activeCubeFaceIndex?: number, textureIndex?: number) => Promise<TypedArray>;
500
- /**
501
- * Copies pixels from the current bound framebuffer into the given texture.
502
- *
503
- * @param {FramebufferTexture} texture - The texture.
504
- * @param {?Vector2} [position=null] - The start position of the copy operation.
505
- * @param {number} [level=0] - The mip level. The default represents the base mip.
506
- */
507
- copyFramebufferToTexture: (texture: FramebufferTexture, position?: Vector2 | null, level?: number) => void;
508
- /**
509
- * Copies data of the given source texture into a destination texture.
510
- *
511
- * When using render target textures as `srcTexture` and `dstTexture`, you must make sure both render targets are initialized
512
- * {@link WebGLRenderer#initRenderTarget}.
513
- *
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- * @param {Texture} srcTexture - The source texture.
515
- * @param {Texture} dstTexture - The destination texture.
516
- * @param {?(Box2|Box3)} [srcRegion=null] - A bounding box which describes the source region. Can be two or three-dimensional.
517
- * @param {?(Vector2|Vector3)} [dstPosition=null] - A vector that represents the origin of the destination region. Can be two or three-dimensional.
518
- * @param {number} [srcLevel=0] - The source mipmap level to copy.
519
- * @param {?number} [dstLevel=null] - The destination mipmap level.
520
- */
521
- copyTextureToTexture: (srcTexture: Texture, dstTexture: Texture, srcRegion?: (Box2 | Box3) | null, dstPosition?: (Vector2 | Vector3) | null, srcLevel?: number, dstLevel?: number | null) => void;
522
- /**
523
- * Initializes the given WebGLRenderTarget memory. Useful for initializing a render target so data
524
- * can be copied into it using {@link WebGLRenderer#copyTextureToTexture} before it has been
525
- * rendered to.
526
- *
527
- * @param {WebGLRenderTarget} target - The render target.
528
- */
529
- initRenderTarget: (target: WebGLRenderTarget) => void;
530
- /**
531
- * Initializes the given texture. Useful for preloading a texture rather than waiting until first
532
- * render (which can cause noticeable lags due to decode and GPU upload overhead).
533
- *
534
- * @param {Texture} texture - The texture.
535
- */
536
- initTexture: (texture: Texture) => void;
537
- /**
538
- * Can be used to reset the internal WebGL state. This method is mostly
539
- * relevant for applications which share a single WebGL context across
540
- * multiple WebGL libraries.
541
- */
542
- resetState: () => void;
543
- /**
544
- * Defines the coordinate system of the renderer.
545
- *
546
- * In `WebGLRenderer`, the value is always `WebGLCoordinateSystem`.
547
- *
548
- * @type {WebGLCoordinateSystem|WebGPUCoordinateSystem}
549
- * @default WebGLCoordinateSystem
550
- * @readonly
551
- */
552
- readonly get coordinateSystem(): 2000 | WebGPUCoordinateSystem;
553
- set outputColorSpace(colorSpace: "srgb" | "srgb-linear");
554
- /**
555
- * Defines the output color space of the renderer.
556
- *
557
- * @type {SRGBColorSpace|LinearSRGBColorSpace}
558
- * @default SRGBColorSpace
559
- */
560
- get outputColorSpace(): "srgb" | "srgb-linear";
561
- }
@@ -1,11 +0,0 @@
1
- /**
2
- * Mesh GPU Instancing extension
3
- *
4
- * Specification: https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Vendor/EXT_mesh_gpu_instancing
5
- */
6
- export default class GLTFExporterMeshGPUInstancingExtension {
7
- constructor(writer: any);
8
- name: string;
9
- writer: any;
10
- writeNode(node: any, nodeDef: any): void;
11
- }