export class WebGLTextureAtlas {
    constructor({ format, minFilter, magFilter, type, mapping, anisotropy, encoding }: {
        format?: import("three").PixelFormat;
        minFilter?: import("three").TextureFilter;
        magFilter?: import("three").TextureFilter;
        type?: import("three").TextureDataType;
        mapping?: import("three").Mapping;
        anisotropy?: number;
        encoding?: import("three").TextureEncoding;
    });
    /**
     *
     * @type {Texture[]}
     * @private
     */
    private __sources;
    /**
     *
     * @type {AtlasPatch[]}
     * @private
     */
    private __patches;
    /**
     *
     * @type {IdPool}
     * @private
     */
    private __ids;
    /**
     *
     * @type {number}
     * @private
     */
    private __width;
    /**
     *
     * @type {number}
     * @private
     */
    private __height;
    /**
     *
     * @type {number}
     * @private
     */
    private __total_area;
    /**
     *
     * @type {number}
     * @private
     */
    private __max_size;
    /**
     *
     * @type {DataTexture}
     * @private
     */
    private __texture;
    /**
     *
     * @param {Texture} source
     * @param {number} source_x
     * @param {number} source_y
     * @param {number} source_width
     * @param {number} source_height
     * @param {number} target_width
     * @param {number} target_height
     */
    add(source: Texture, source_x: number, source_y: number, source_width: number, source_height: number, target_width: number, target_height: number): AtlasPatch;
    layout(): void;
    /**
     * Paint patches onto the atlas texture
     * NOTE: all patches are assumed to be packed properly at this point
     * @param {WebGLRenderer} renderer
     */
    build(renderer: WebGLRenderer): void;
}
import { AtlasPatch } from "../AtlasPatch.js";
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