DebugAppearance

new Cesium.DebugAppearance(options)

Visualizes a vertex attribute by displaying it as a color for debugging.

Components for well-known unit-length vectors, i.e., normal, binormal, and tangent, are scaled and biased from [-1.0, 1.0] to (-1.0, 1.0).

Name Type Description
options Object Object with the following properties:
Name Type Default Description
attributeName String The name of the attribute to visualize.
glslDatatype String 'vec3' optional The GLSL datatype of the attribute. Supported datatypes are float, vec2, vec3, and vec4.
vertexShaderSource String optional Optional GLSL vertex shader source to override the default vertex shader.
fragmentShaderSource String optional Optional GLSL fragment shader source to override the default fragment shader.
renderState RenderState optional Optional render state to override the default render state.
Throws:
  • DeveloperError : options.glslDatatype must be float, vec2, vec3, or vec4.
Example:
var primitive = new Cesium.Primitive({
  geometryInstances : // ...
  appearance : new Cesium.DebugAppearance({
    attributeName : 'normal'
  })
});

Members

readonlyattributeName : String

The name of the attribute being visualized.

readonlyclosed : Boolean

When true, the geometry is expected to be closed.
Default Value: false

readonlyfragmentShaderSource : String

The GLSL source code for the fragment shader. The full fragment shader source is built procedurally taking into account the DebugAppearance#material. Use DebugAppearance#getFragmentShaderSource to get the full source.

readonlyglslDatatype : String

The GLSL datatype of the attribute being visualized.
This property is part of the Appearance interface, but is not used by DebugAppearance since a fully custom fragment shader is used.
Default Value: undefined

readonlyrenderState : Object

The WebGL fixed-function state to use when rendering the geometry.

translucent : Boolean

When true, the geometry is expected to appear translucent.
Default Value: false

readonlyvertexShaderSource : String

The GLSL source code for the vertex shader.

Methods

getFragmentShaderSource()String

Returns the full GLSL fragment shader source, which for DebugAppearance is just DebugAppearance#fragmentShaderSource.
Returns:
The full GLSL fragment shader source.

getRenderState()Object

Creates a render state. This is not the final render state instance; instead, it can contain a subset of render state properties identical to the render state created in the context.
Returns:
The render state.

isTranslucent()Boolean

Determines if the geometry is translucent based on DebugAppearance#translucent.
Returns:
true if the appearance is translucent.