new Appearance
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.
Members
-
<readonly> closed
-
When
true
, the geometry is expected to be closed.- 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 the Appearance#material. Use Appearance#getFragmentShaderSource to get the full source.
-
material :Material
-
The material used to determine the fragment color. Unlike other Appearance properties, this is not read-only, so an appearance's material can change on the fly.
See:
-
<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
renderState
passed to Context#createRenderState. -
<readonly> translucent
-
When
true
, the geometry is expected to appear translucent.- Default Value:
- true
-
<readonly> vertexShaderSource :String
-
The GLSL source code for the vertex shader.
Methods
-
getFragmentShaderSource
-
Procedurally creates the full GLSL fragment shader source for this appearance taking into account Appearance#fragmentShaderSource and Appearance#material.
Returns:
String The full GLSL fragment shader source. -
getRenderState
-
Creates a 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.Returns:
Object The render state. -
isTranslucent
-
Determines if the geometry is translucent based on Appearance#translucent and Material#isTranslucent.
Returns:
Booleantrue
if the appearance is translucent.