import { BLEND_MODES } from '@pixi/constants'; /** * This is a WebGL state, and is is passed to {@link PIXI.StateSystem}. * * Each mesh rendered may require WebGL to be in a different state. * For example you may want different blend mode or to enable polygon offsets * @memberof PIXI */ export declare class State { data: number; _blendMode: BLEND_MODES; _polygonOffset: number; constructor(); /** * Activates blending of the computed fragment color values. * @default true */ get blend(): boolean; set blend(value: boolean); /** * Activates adding an offset to depth values of polygon's fragments * @default false */ get offsets(): boolean; set offsets(value: boolean); /** * Activates culling of polygons. * @default false */ get culling(): boolean; set culling(value: boolean); /** * Activates depth comparisons and updates to the depth buffer. * @default false */ get depthTest(): boolean; set depthTest(value: boolean); /** * Enables or disables writing to the depth buffer. * @default true */ get depthMask(): boolean; set depthMask(value: boolean); /** * Specifies whether or not front or back-facing polygons can be culled. * @default false */ get clockwiseFrontFace(): boolean; set clockwiseFrontFace(value: boolean); /** * The blend mode to be applied when this state is set. Apply a value of `PIXI.BLEND_MODES.NORMAL` to reset the blend mode. * Setting this mode to anything other than NO_BLEND will automatically switch blending on. * @default PIXI.BLEND_MODES.NORMAL */ get blendMode(): BLEND_MODES; set blendMode(value: BLEND_MODES); /** * The polygon offset. Setting this property to anything other than 0 will automatically enable polygon offset fill. * @default 0 */ get polygonOffset(): number; set polygonOffset(value: number); static for2d(): State; }