DebugAppearance

DebugAppearance

new

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).

Parameters:
Name Type Argument Default Description
options.attributeName String The name of the attribute to visualize.
options.glslDatatype String <optional>
'vec3' The GLSL datatype of the attribute. Supported datatypes are float, vec2, vec3, and vec4.
options.vertexShaderSource String <optional>
undefined Optional GLSL vertex shader source to override the default vertex shader.
options.fragmentShaderSource String <optional>
undefined Optional GLSL fragment shader source to override the default fragment shader.
options.renderState RenderState <optional>
undefined Optional render state to override the default render state.
Throws:
Example
var primitive = new Primitive({
  geometryInstances : // ...
  appearance : new DebugAppearance({
    attributeName : 'normal'
  })
});
Source:

Members

<readonly> :String

The name of the attribute being visualized.

<readonly> :String

The GLSL source code for the fragment shader.

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

<readonly> :String

The GLSL datatype of the attribute being visualized.

:Material

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

<readonly> :Object

The render state. This is not the final RenderState instance; instead, it can contain a subset of render state properties identical to renderState passed to Context#createRenderState.

<readonly> :String

The GLSL source code for the vertex shader.