new PolylineMaterialAppearance
An appearance for PolylineGeometry that supports shading with materials.
Parameters:
| Name | Type | Argument | Default | Description | 
|---|---|---|---|---|
| options.translucent | Boolean | <optional> | true | When true, the geometry is expected to appear translucent so PolylineMaterialAppearance#renderState has alpha blending enabled. | 
| 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 Cesium.Primitive({
  geometryInstances : new Cesium.GeometryInstance({
    geometry : new Cesium.PolylineGeometry({
      positions : ellipsoid.cartographicArrayToCartesianArray([
        Cesium.Cartographic.fromDegrees(0.0, 0.0),
        Cesium.Cartographic.fromDegrees(5.0, 0.0)
      ]),
      width : 10.0,
      vertexFormat : Cesium.PolylineMaterialAppearance.VERTEX_FORMAT
    })
  }),
  appearance : new Cesium.PolylineMaterialAppearance({
    material : Cesium.Material.fromType('Color')
  })
}));
    
	
	
See:
Source:
Members
- 
    <readonly> closed
- 
    
    Whentrue, the geometry is expected to be closed so PolylineMaterialAppearance#renderState has backface culling enabled.- 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 PolylineMaterialAppearance#material. Use PolylineMaterialAppearance#getFragmentShaderSource to get the full source.
- 
    getFragmentShaderSource
- 
    
    Procedurally creates the full GLSL fragment shader source. For PolylineMaterialAppearance, this is derived from PolylineMaterialAppearance#fragmentShaderSource and PolylineMaterialAppearance#material.
- 
    getRenderState
- 
    
    Creates a render state. This is not the final RenderState instance; instead, it can contain a subset of render state properties identical torenderStatepassed to Context#createRenderState.
- 
    isTranslucent
- 
    
    Determines if the geometry is translucent based on PolylineMaterialAppearance#translucent and Material#isTranslucent.
- 
    material :Material
- 
    
    The material used to determine the fragment color. Unlike other PolylineMaterialAppearance properties, this is not read-only, so an appearance's material can change on the fly.- Default Value:
- Material.ColorType
 
 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.The render state can be explicitly defined when constructing a PolylineMaterialAppearance instance, or it is set implicitly via PolylineMaterialAppearance#translucent and PolylineMaterialAppearance#closed. 
- 
    <readonly> translucent
- 
    
    Whentrue, the geometry is expected to appear translucent so PolylineMaterialAppearance#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.
- 
    <static, constant> VERTEX_FORMAT :VertexFormat
- 
    
    The VertexFormat that all PolylineMaterialAppearance instances are compatible with. This requirespositionandstattributes.
