Appearance

Appearance

new

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.

See:
Source:

Members

<readonly>

When true, the geometry is expected to be closed.
Default Value:
  • false

<readonly> :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

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> :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>

When true, the geometry is expected to appear translucent.
Default Value:
  • true

<readonly> :String

The GLSL source code for the vertex shader.

Methods

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.

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.

Determines if the geometry is translucent based on Appearance#translucent and Material#isTranslucent.

Returns:
Boolean true if the appearance is translucent.