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
- 
    
    Whentrue, 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 torenderStatepassed to Context#createRenderState.
- 
    <readonly> translucent
- 
    
    Whentrue, 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 renderStatepassed to Context#createRenderState.Returns:Object The render state.
- 
    isTranslucent
- 
    
    
    Determines if the geometry is translucent based on Appearance#translucent and Material#isTranslucent. Returns:Booleantrueif the appearance is translucent.
