import { GLBufferAttribute, TypedArray, WebGLRenderer } from 'three';
/**
 * A class that extends `GLBufferAttribute` to handle instanced buffer attributes.
 * This class was specifically created to allow updating instanced buffer attributes during the `onBeforeRender` callback,
 * providing an efficient way to modify the buffer data dynamically before rendering.
 */
export declare class GLInstancedBufferAttribute extends GLBufferAttribute {
    /**
     * Indicates if this is an `isGLInstancedBufferAttribute`.
     */
    isGLInstancedBufferAttribute: boolean;
    /**
     * The number of meshes that share the same attribute data.
     */
    meshPerAttribute: number;
    /**
     * The data array that holds the attribute values.
     */
    array: TypedArray;
    protected _cacheArray: TypedArray;
    /**
     * @param gl The WebGL2RenderingContext used to create the buffer.
     * @param type The type of data in the attribute.
     * @param itemSize The number of elements per attribute.
     * @param elementSize The size of individual elements in the array.
     * @param array The data array that holds the attribute values.
     * @param meshPerAttribute The number of meshes that share the same attribute data.
     */
    constructor(gl: WebGL2RenderingContext, type: GLenum, itemSize: number, elementSize: 1 | 2 | 4, array: TypedArray, meshPerAttribute?: number);
    /**
     * Updates the buffer data.
     * This method is designed to be called during the `onBeforeRender` callback.
     * It ensures that the attribute data is updated just before the rendering process begins.
     * @param renderer The WebGLRenderer used to render the scene.
     * @param count The number of elements to update in the buffer.
     */
    update(renderer: WebGLRenderer, count: number): void;
}
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