An appearance for arbitrary geometry (as opposed to 
    
    
    
    
    
        
EllipsoidSurfaceAppearance, for example)
that supports shading with materials.
    | Name | Type | Description | ||||||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| options | Object | optional
                
                
                
            
                Object with the following properties: 
 | 
Example:
var primitive = new Cesium.Primitive({
  geometryInstances : new Cesium.GeometryInstance({
    geometry : new Cesium.WallGeometry({
            materialSupport :  Cesium.MaterialAppearance.MaterialSupport.BASIC.vertexFormat,
      // ...
    })
  }),
  appearance : new Cesium.MaterialAppearance({
    material : Cesium.Material.fromType('Color'),
    faceForward : true
  })
});Demo:
See:
Members
- 
    
    Determines the type ofMaterialthat is supported by aMaterialAppearanceinstance. This is a trade-off between flexibility (a wide array of materials) and memory/performance (required vertex format and GLSL shader complexity.
- 
    
    Whentrue, the geometry is expected to be closed soMaterialAppearance#renderStatehas backface culling enabled. If the viewer enters the geometry, it will not be visible.- 
    
    
    
    
    
    
    
    
    
    Default Value:
    
 false
- 
    
    Whentrue, the fragment shader flips the surface normal as needed to ensure that the normal faces the viewer to avoid dark spots. This is useful when both sides of a geometry should be shaded likeWallGeometry.- 
    
    
    
    
    
    
    
    
    
    Default Value:
    
 true
- 
    
    Whentrue, flat shading is used in the fragment shader, which means lighting is not taking into account.- 
    
    
    
    
    
    
    
    
    
    Default Value:
    
 false
- 
    
    The GLSL source code for the fragment shader. The full fragment shader source is built procedurally taking into accountMaterialAppearance#material,MaterialAppearance#flat, andMaterialAppearance#faceForward. UseMaterialAppearance#getFragmentShaderSourceto get the full source.
- 
    material : Material
- 
    
    The material used to determine the fragment color. Unlike otherMaterialAppearanceproperties, this is not read-only, so an appearance's material can change on the fly.- 
    
    
    
    
    
    
    
    
    
    Default Value:
    
 Material.ColorTypeSee:
- 
    readonlymaterialSupport : MaterialAppearance.MaterialSupport
- 
    
    The type of materials supported by this instance. This impacts the requiredVertexFormatand the complexity of the vertex and fragment shaders.- 
    
    
    
    
    
    
    
    
    
    Default Value:
    
 MaterialAppearance.MaterialSupport.TEXTURED
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    The WebGL fixed-function state to use when rendering the geometry.The render state can be explicitly defined when constructing a MaterialAppearanceinstance, or it is set implicitly viaMaterialAppearance#translucentandMaterialAppearance#closed.
- 
    
    Whentrue, the geometry is expected to appear translucent.- 
    
    
    
    
    
    
    
    
    
    Default Value:
    
 true
- 
    readonlyvertexFormat : VertexFormat
- 
    
    TheVertexFormatthat this appearance instance is compatible with. A geometry can have more vertex attributes and still be compatible - at a potential performance cost - but it can't have less.- 
    
    
    
    
    
    
    
    
    
    Default Value:
    
 MaterialAppearance.MaterialSupport.TEXTURED.vertexFormat
- 
    
    The GLSL source code for the vertex shader.
Methods
- 
    
    Procedurally creates the full GLSL fragment shader source. ForMaterialAppearance, this is derived fromMaterialAppearance#fragmentShaderSource,MaterialAppearance#material,MaterialAppearance#flat, andMaterialAppearance#faceForward.Returns:The full GLSL fragment shader source.
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    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.
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    Determines if the geometry is translucent based onMaterialAppearance#translucentandMaterial#isTranslucent.Returns:trueif the appearance is translucent.
