import { PixelFormat, TextureDataType } from "../../constants.js"; export interface WebGLCapabilitiesParameters { /** * shader precision. Can be "highp", "mediump" or "lowp". */ precision?: string | undefined; /** * default is false. */ logarithmicDepthBuffer?: boolean | undefined; /** * default is false. */ reverseDepthBuffer?: boolean | undefined; } export class WebGLCapabilities { constructor(gl: WebGLRenderingContext, extensions: any, parameters: WebGLCapabilitiesParameters); readonly isWebGL2: boolean; getMaxAnisotropy: () => number; getMaxPrecision: (precision: string) => string; textureFormatReadable: (textureFormat: PixelFormat) => boolean; textureTypeReadable: (textureType: TextureDataType) => boolean; precision: string; logarithmicDepthBuffer: boolean; reverseDepthBuffer: boolean; maxTextures: number; maxVertexTextures: number; maxTextureSize: number; maxCubemapSize: number; maxAttributes: number; maxVertexUniforms: number; maxVaryings: number; maxFragmentUniforms: number; vertexTextures: boolean; maxSamples: number; }