export class BatchOcclusionQuery {
    __input_data_texture: DataTexture;
    __output_data_texture: WebGLRenderTarget;
    __size: number;
    /**
     *
     * @type {ShaderMaterial}
     * @private
     */
    private __material;
    /**
     *
     * @return {THREE.Texture}
     */
    getResultTexture(): THREE.Texture;
    /**
     *
     * @return {number}
     */
    getSize(): number;
    /**
     *
     * @param {number} count
     */
    setSize(count: number): void;
    /**
     *
     * @param {number} index
     * @param {number[]|Float32Array} aabb bounding box of the queries region
     * @param {number[]} transform 4x4 transform matrix
     */
    setElement(index: number, aabb: number[] | Float32Array, transform: number[]): void;
    /**
     *
     * @param {THREE.WebGLRenderer} renderer
     * @param {Uint8Array} destination
     */
    readResultTexture(renderer: THREE.WebGLRenderer, destination: Uint8Array): void;
    /**
     *
     * @param {THREE.WebGLRenderer} renderer
     * @param {HierarchicalZBuffer} hiz_buffer
     */
    execute(renderer: THREE.WebGLRenderer, hiz_buffer: HierarchicalZBuffer): void;
}
import { DataTexture } from "three";
import { WebGLRenderTarget } from "three";
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