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
-
readonlyclosed :Boolean
-
When
true
, the geometry is expected to be closed.-
Default Value:
false
Source: Scene/Appearance.js, line 118 -
readonlyfragmentShaderSource :String
-
The GLSL source code for the fragment shader. The full fragment shader source is built procedurally taking into account the
Appearance#material
. UseAppearance#getFragmentShaderSource
to get the full source.Source: Scene/Appearance.js, line 88 -
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:
Source: Scene/Appearance.js, line 46 -
readonlyrenderState :Object
-
The WebGL fixed-function state to use when rendering the geometry.Source: Scene/Appearance.js, line 102
-
translucent :Boolean
-
When
true
, the geometry is expected to appear translucent.-
Default Value:
true
Source: Scene/Appearance.js, line 55 -
readonlyvertexShaderSource :String
-
The GLSL source code for the vertex shader.Source: Scene/Appearance.js, line 72
Methods
-
getFragmentShaderSource() → String
-
Procedurally creates the full GLSL fragment shader source for this appearance taking into account
Appearance#fragmentShaderSource
andAppearance#material
.Returns:
The full GLSL fragment shader source.Source: Scene/Appearance.js, line 133 -
getRenderState() → Object
-
Creates a render state. This is not the final
RenderState
instance; instead, it can contain a subset of render state properties identical torenderState
passed toContext#createRenderState
.Returns:
The render state.Source: Scene/Appearance.js, line 160 -
isTranslucent() → Boolean
-
Determines if the geometry is translucent based on
Appearance#translucent
andMaterial#isTranslucent
.Returns:
true
if the appearance is translucent.Source: Scene/Appearance.js, line 147