An appearance defines the full GLSL vertex and fragment shaders and the
render state used to draw a 
    
    
    
    
    
        
Primitive.  All appearances implement
this base Appearance interface.
    | Name | Type | Description | ||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| options | Object | optional
                
                
                
            
                Object with the following properties: 
 | 
Members
- 
    
    Whentrue, the geometry is expected to be closed.- 
    
    
    
    
    
    
    
    
    
    Default Value:
    
 false
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    The GLSL source code for the fragment shader. The full fragment shader source is built procedurally taking into account theAppearance#material. UseAppearance#getFragmentShaderSourceto get the full source.
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    material : Material
- 
    
    The material used to determine the fragment color. Unlike otherAppearanceproperties, this is not read-only, so an appearance's material can change on the fly.See:
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    The WebGL fixed-function state to use when rendering the geometry.
- 
    
    Whentrue, the geometry is expected to appear translucent.- 
    
    
    
    
    
    
    
    
    
    Default Value:
    
 true
- 
    
    The GLSL source code for the vertex shader.
Methods
- 
    
    Procedurally creates the full GLSL fragment shader source for this appearance taking into accountAppearance#fragmentShaderSourceandAppearance#material.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 onAppearance#translucentandMaterial#isTranslucent.Returns:trueif the appearance is translucent.
