An appearance for geometry on the surface of the ellipsoid like
PolygonGeometry
and RectangleGeometry, which supports all materials like MaterialAppearance
with MaterialAppearance.MaterialSupport.ALL. However, this appearance requires
fewer vertex attributes since the fragment shader can procedurally compute normal,
binormal, and tangent.
| Name | Type | Description | ||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
options |
Object |
optional
Object with the following properties:
|
Example:
var primitive = new Cesium.Primitive({
geometryInstances : new Cesium.GeometryInstance({
geometry : new Cesium.PolygonGeometry({
vertexFormat : Cesium.EllipsoidSurfaceAppearance.VERTEX_FORMAT,
// ...
})
}),
appearance : new Cesium.EllipsoidSurfaceAppearance({
material : Cesium.Material.fromType('Stripe')
})
});
See:
Members
-
staticconstantCesium.EllipsoidSurfaceAppearance.VERTEX_FORMAT : VertexFormat
-
The
VertexFormatthat allEllipsoidSurfaceAppearanceinstances are compatible with, which requires onlypositionandstattributes. Other attributes are procedurally computed in the fragment shader. -
When
true, the geometry is expected to be on the ellipsoid's surface - not at a constant height above it - soEllipsoidSurfaceAppearance#renderStatehas backface culling enabled.-
Default Value:
false -
When
true, the geometry is expected to be closed soEllipsoidSurfaceAppearance#renderStatehas backface culling enabled. If the viewer enters the geometry, it will not be visible.-
Default Value:
false -
When
true, 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 -
When
true, 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 account
EllipsoidSurfaceAppearance#material,EllipsoidSurfaceAppearance#flat, andEllipsoidSurfaceAppearance#faceForward. UseEllipsoidSurfaceAppearance#getFragmentShaderSourceto get the full source. -
material : Material
-
The material used to determine the fragment color. Unlike other
EllipsoidSurfaceAppearanceproperties, this is not read-only, so an appearance's material can change on the fly.-
Default Value:
Material.ColorTypeSee:
-
The WebGL fixed-function state to use when rendering the geometry.
The render state can be explicitly defined when constructing a
EllipsoidSurfaceAppearanceinstance, or it is set implicitly viaEllipsoidSurfaceAppearance#translucentandEllipsoidSurfaceAppearance#aboveGround. -
When
true, the geometry is expected to appear translucent.-
Default Value:
true -
readonlyvertexFormat : VertexFormat
-
The
VertexFormatthat 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:
EllipsoidSurfaceAppearance.VERTEX_FORMAT -
The GLSL source code for the vertex shader.
Methods
-
Procedurally creates the full GLSL fragment shader source. For
EllipsoidSurfaceAppearance, this is derived fromEllipsoidSurfaceAppearance#fragmentShaderSource,EllipsoidSurfaceAppearance#flat, andEllipsoidSurfaceAppearance#faceForward.Returns:
The full GLSL fragment shader source. -
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. -
Determines if the geometry is translucent based on
EllipsoidSurfaceAppearance#translucentandMaterial#isTranslucent.Returns:
trueif the appearance is translucent.
