new MaterialAppearance
An appearance for arbitrary geometry (as opposed to EllipsoidSurfaceAppearance, for example) that supports shading with materials.
Parameters:
| Name | Type | Argument | Default | Description | 
|---|---|---|---|---|
options.flat | 
            
            
            Boolean | 
                
                    <optional> | 
            
            
            
                false | When true, flat shading is used in the fragment shader, which means lighting is not taking into account. | 
        
options.faceForward | 
            
            
            Boolean | 
                
                    <optional> | 
            
            
            
                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 like WallGeometry. | 
        
options.translucent | 
            
            
            Boolean | 
                
                    <optional> | 
            
            
            
                true | When true, the geometry is expected to appear translucent so MaterialAppearance#renderState has alpha blending enabled. | 
        
options.closed | 
            
            
            Boolean | 
                
                    <optional> | 
            
            
            
                false | When true, the geometry is expected to be closed so MaterialAppearance#renderState has backface culling enabled. | 
        
options.materialSupport | 
            
            
            MaterialAppearance.MaterialSupport | 
                
                    <optional> | 
            
            
            
                MaterialAppearance.MaterialSupport.TEXTURED | The type of materials that will be supported. | 
options.material | 
            
            
            Material | 
                
                    <optional> | 
            
            
            
                Material.ColorType | The material used to determine the fragment color. | 
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. | 
Example
var primitive = new Primitive({
  geometryInstances : new GeometryInstance({
    geometry : new WallGeometry({
            materialSupport :  MaterialAppearance.MaterialSupport.BASIC.vertexFormat,
      // ...
    })
  }),
  appearance : new MaterialAppearance({
    material : Material.fromType(scene.getContext(), 'Color'),
    faceForward : true
  })
});
    
	
	
See:
Source:
Members
- 
    
<readonly> closed
 - 
    
    When
true, the geometry is expected to be closed so MaterialAppearance#renderState has backface culling enabled. If the viewer enters the geometry, it will not be visible.- Default Value:
 - false
 
 - 
    
<readonly> faceForward
 - 
    
    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 like WallGeometry.- Default Value:
 - false
 
 - 
    
<readonly> flat
 - 
    
    When
true, flat shading is used in the fragment shader, which means lighting is not taking into account.- Default Value:
 - false
 
 - 
    
<readonly> fragmentShaderSource :String
 - 
    
    The GLSL source code for the fragment shader. The full fragment shader source is built procedurally taking into account MaterialAppearance#material, MaterialAppearance#flat, and MaterialAppearance#faceForward. Use MaterialAppearance#getFragmentShaderSource to get the full source.
 - 
    
getFragmentShaderSource
 - 
    
    Procedurally creates the full GLSL fragment shader source. For MaterialAppearance, this is derived from MaterialAppearance#fragmentShaderSource, MaterialAppearance#material, MaterialAppearance#flat, and MaterialAppearance#faceForward.
 - 
    
material :Material
 - 
    
    The material used to determine the fragment color. Unlike other MaterialAppearance properties, this is not read-only, so an appearance's material can change on the fly.
- Default Value:
 - Material.ColorType
 
See:
 - 
    
<readonly> materialSupport :MaterialAppearance.MaterialSupport
 - 
    
    The type of materials supported by this instance. This impacts the required VertexFormat and the complexity of the vertex and fragment shaders.
 - 
    
<readonly> renderState :Object
 - 
    
    The render state. This is not the final RenderState instance; instead, it can contain a subset of render state properties identical to
renderStatepassed to Context#createRenderState.The render state can be explicitly defined when constructing a MaterialAppearance instance, or it is set implicitly via MaterialAppearance#translucent and MaterialAppearance#closed.
 - 
    
<readonly> translucent
 - 
    
    When
true, the geometry is expected to appear translucent so MaterialAppearance#renderState has alpha blending enabled.- Default Value:
 - true
 
 - 
    
<readonly> vertexFormat :VertexFormat
 - 
    
    The VertexFormat that 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.
 - 
    
<readonly> vertexShaderSource :String
 - 
    
    The GLSL source code for the vertex shader.
 
