import { RenderPass, RenderPassProps, NumberArray, RenderPassParameters } from '@luma.gl/core'; import { WebGLDevice } from "../webgl-device.js"; import { GLParameters } from '@luma.gl/constants'; export declare class WEBGLRenderPass extends RenderPass { readonly device: WebGLDevice; /** Parameters that should be applied before each draw call */ glParameters: GLParameters; constructor(device: WebGLDevice, props: RenderPassProps); end(): void; pushDebugGroup(groupLabel: string): void; popDebugGroup(): void; insertDebugMarker(markerLabel: string): void; /** * Maps RenderPass parameters to GL parameters */ setParameters(parameters?: RenderPassParameters): void; beginOcclusionQuery(queryIndex: number): void; endOcclusionQuery(): void; /** * Optionally clears depth, color and stencil buffers based on parameters */ protected clear(): void; /** * WebGL2 - clear a specific color buffer */ protected clearColorBuffer(drawBuffer?: number, value?: NumberArray): void; } //# sourceMappingURL=webgl-render-pass.d.ts.map