export class ImpostorDescription {
    /**
     * How many XY frames should be captured
     * More frames will result in less distortion, but lower texel density (lower resolution for each individual frame)
     * @type {number}
     */
    frame_count: number;
    /**
     * How the impostor is being captured
     * @type {number}
     */
    capture_type: number;
    /**
     * Resolution of the texture atlas used for baking. All "frames" will be packed here
     * Must be power of two
     * @type {number}
     */
    resolution: number;
    /**
     * Radius of baking sphere, this is centered on origin
     * @type {number}
     */
    sphere_radius: number;
    /**
     * How much space to leave between frames to ensure that there is no bleeding across frames
     * @type {number}
     */
    padding: number;
    /**
     * Baking offset
     * @type {number[]}
     */
    offset: number[];
    /**
     * Actual baked data
     * @type {Sampler2D|null}
     */
    atlas: Sampler2D | null;
    /**
     * Source scene from which impostor was baked
     * @type {number}
     */
    source_geometry_polygon_count: number;
    /**
     * @type {number}
     */
    source_geometry_vertex_count: number;
    /**
     *
     * @type {number}
     */
    source_material_count: number;
    /**
     *
     * @type {number}
     */
    source_instance_count: number;
    /**
     * Frame-relative sequence of points defining a hole-free shape
     * Normalized between 0,0 and 1,1; Might extend further in some cases, should be clipped in shader in those cases
     * @type {number[]}
     */
    cutout: number[];
    /**
     * TODO: replace with something non-three.js specific
     * @deprecated use non-three.js specific accessors instead
     * @type {THREE.WebGLMultipleRenderTargets}
     */
    rt: THREE.WebGLMultipleRenderTargets;
}
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