Appearance

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.
See:

Members

readonlyclosed :Boolean

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

readonlyfragmentShaderSource :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:

readonlyrenderState :Object

The WebGL fixed-function state to use when rendering the geometry.

translucent :Boolean

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

readonlyvertexShaderSource :String

The GLSL source code for the vertex shader.

Methods

getFragmentShaderSource()String

Procedurally creates the full GLSL fragment shader source for this appearance taking into account Appearance#fragmentShaderSource and Appearance#material.
Returns:
The full GLSL fragment shader source.

getRenderState()Object

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:
The render state.

isTranslucent()Boolean

Determines if the geometry is translucent based on Appearance#translucent and Material#isTranslucent.
Returns:
true if the appearance is translucent.