PolylineMaterialAppearance

new PolylineMaterialAppearance()

An appearance for PolylineGeometry that supports shading with materials.
Name Type Default Description
options.translucent Boolean true optional When true, the geometry is expected to appear translucent so PolylineMaterialAppearance#renderState has alpha blending enabled.
options.material Material Material.ColorType optional The material used to determine the fragment color.
options.vertexShaderSource String optional Optional GLSL vertex shader source to override the default vertex shader.
options.fragmentShaderSource String optional Optional GLSL fragment shader source to override the default fragment shader.
options.renderState RenderState optional Optional render state to override the default render state.
Example:
var primitive = new Cesium.Primitive({
  geometryInstances : new Cesium.GeometryInstance({
    geometry : new Cesium.PolylineGeometry({
      positions : Cesium.Cartesian3.fromDegreesArray([
        0.0, 0.0,
        5.0, 0.0
      ]),
      width : 10.0,
      vertexFormat : Cesium.PolylineMaterialAppearance.VERTEX_FORMAT
    })
  }),
  appearance : new Cesium.PolylineMaterialAppearance({
    material : Cesium.Material.fromType('Color')
  })
}));
See:

Members

staticconstantPolylineMaterialAppearance.VERTEX_FORMAT :VertexFormat

The VertexFormat that all PolylineMaterialAppearance instances are compatible with. This requires position and st attributes.

readonlyclosed :Boolean

When true, the geometry is expected to be closed so PolylineMaterialAppearance#renderState has backface culling enabled. This is always false for PolylineMaterialAppearance.
Default Value: false

readonlyfragmentShaderSource :String

The GLSL source code for the fragment shader.

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 to renderState passed 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:

readonlyrenderState :Object

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

The render state can be explicitly defined when constructing a PolylineMaterialAppearance instance, or it is set implicitly via PolylineMaterialAppearance#translucent and PolylineMaterialAppearance#closed.

translucent :Boolean

When true, the geometry is expected to appear translucent so PolylineMaterialAppearance#renderState has alpha blending enabled.
Default Value: true

readonlyvertexFormat :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.
Default Value: PolylineMaterialAppearance.VERTEX_FORMAT

readonlyvertexShaderSource :String

The GLSL source code for the vertex shader.