Global

Members

ArcType : Number

ArcType defines the path that should be taken connecting vertices.
Properties:
Name Type Description
NONE Number Straight line that does not conform to the surface of the ellipsoid.
GEODESIC Number Follow geodesic path.
RHUMB Number Follow rhumb or loxodrome path.

Axis : Number

An enum describing the x, y, and z axes and helper conversion functions.
Properties:
Name Type Description
X Number Denotes the x-axis.
Y Number Denotes the y-axis.
Z Number Denotes the z-axis.

BingMapsStyle : Number

The types of imagery provided by Bing Maps.
Properties:
Name Type Description
AERIAL String Aerial imagery.
AERIAL_WITH_LABELS String Aerial imagery with a road overlay.
AERIAL_WITH_LABELS_ON_DEMAND String Aerial imagery with a road overlay.
ROAD String Roads without additional imagery.
ROAD_ON_DEMAND String Roads without additional imagery.
CANVAS_DARK String A dark version of the road maps.
CANVAS_LIGHT String A lighter version of the road maps.
CANVAS_GRAY String A grayscale version of the road maps.
ORDNANCE_SURVEY String Ordnance Survey imagery. This imagery is visible only for the London, UK area.
COLLINS_BART String Collins Bart imagery.
See:

BlendEquation : Number

Determines how two pixels' values are combined.
Properties:
Name Type Description
ADD Number Pixel values are added componentwise. This is used in additive blending for translucency.
SUBTRACT Number Pixel values are subtracted componentwise (source - destination). This is used in alpha blending for translucency.
REVERSE_SUBTRACT Number Pixel values are subtracted componentwise (destination - source).
MIN Number Pixel values are given to the minimum function (min(source, destination)). This equation operates on each pixel color component.
MAX Number Pixel values are given to the maximum function (max(source, destination)). This equation operates on each pixel color component.

BlendFunction : Number

Determines how blending factors are computed.
Properties:
Name Type Description
ZERO Number The blend factor is zero.
ONE Number The blend factor is one.
SOURCE_COLOR Number The blend factor is the source color.
ONE_MINUS_SOURCE_COLOR Number The blend factor is one minus the source color.
DESTINATION_COLOR Number The blend factor is the destination color.
ONE_MINUS_DESTINATION_COLOR Number The blend factor is one minus the destination color.
SOURCE_ALPHA Number The blend factor is the source alpha.
ONE_MINUS_SOURCE_ALPHA Number The blend factor is one minus the source alpha.
DESTINATION_ALPHA Number The blend factor is the destination alpha.
ONE_MINUS_DESTINATION_ALPHA Number The blend factor is one minus the destination alpha.
CONSTANT_COLOR Number The blend factor is the constant color.
ONE_MINUS_CONSTANT_COLOR Number The blend factor is one minus the constant color.
CONSTANT_ALPHA Number The blend factor is the constant alpha.
ONE_MINUS_CONSTANT_ALPHA Number The blend factor is one minus the constant alpha.
SOURCE_ALPHA_SATURATE Number The blend factor is the saturated source alpha.

BlendOption : Number

Determines how opaque and translucent parts of billboards, points, and labels are blended with the scene.
Properties:
Name Type Description
OPAQUE Number The billboards, points, or labels in the collection are completely opaque.
TRANSLUCENT Number The billboards, points, or labels in the collection are completely translucent.
OPAQUE_AND_TRANSLUCENT Number The billboards, points, or labels in the collection are both opaque and translucent.
The bounding sphere that contains all the vertices in this primitive.

CameraEventType : Number

Enumerates the available input for interacting with the camera.
Properties:
Name Type Description
LEFT_DRAG Number A left mouse button press followed by moving the mouse and releasing the button.
RIGHT_DRAG Number A right mouse button press followed by moving the mouse and releasing the button.
MIDDLE_DRAG Number A middle mouse button press followed by moving the mouse and releasing the button.
WHEEL Number Scrolling the middle mouse button.
PINCH Number A two-finger touch on a touch surface.

Cesium3DTileColorBlendMode : Number

Defines how per-feature colors set from the Cesium API or declarative styling blend with the source colors from the original feature, e.g. glTF material or per-point color in the tile.

When REPLACE or MIX are used and the source color is a glTF material, the technique must assign the _3DTILESDIFFUSE semantic to the diffuse color parameter. Otherwise only HIGHLIGHT is supported.

A feature whose color evaluates to white (1.0, 1.0, 1.0) is always rendered without color blending, regardless of the tileset's color blend mode.


"techniques": {
  "technique0": {
    "parameters": {
      "diffuse": {
        "semantic": "_3DTILESDIFFUSE",
        "type": 35666
      }
    }
  }
}
Properties:
Name Type Description
HIGHLIGHT Number Multiplies the source color by the feature color.
REPLACE Number Replaces the source color with the feature color.
MIX Number Blends the source color and feature color together.

ClassificationType : Number

Whether a classification affects terrain, 3D Tiles or both.
Properties:
Name Type Description
TERRAIN Number Only terrain will be classified.
CESIUM_3D_TILE Number Only 3D Tiles will be classified.
BOTH Number Both terrain and 3D Tiles will be classified.

ClockRange : Number

Constants used by Clock#tick to determine behavior when Clock#startTime or Clock#stopTime is reached.
Properties:
Name Type Description
UNBOUNDED Number Clock#tick will always advances the clock in its current direction.
CLAMPED Number When Clock#startTime or Clock#stopTime is reached, Clock#tick will not advance Clock#currentTime any further.
LOOP_STOP Number When Clock#stopTime is reached, Clock#tick will advance Clock#currentTime to the opposite end of the interval. When time is moving backwards, Clock#tick will not advance past Clock#startTime
See:

ClockStep : Number

Constants to determine how much time advances with each call to Clock#tick.
Properties:
Name Type Description
TICK_DEPENDENT Number Clock#tick advances the current time by a fixed step, which is the number of seconds specified by Clock#multiplier.
SYSTEM_CLOCK_MULTIPLIER Number Clock#tick advances the current time by the amount of system time elapsed since the previous call multiplied by Clock#multiplier.
SYSTEM_CLOCK Number Clock#tick sets the clock to the current system time; ignoring all other settings.
See:

CloudType : Number

Specifies the type of the cloud that is added to a CloudCollection in CloudCollection#add.
Properties:
Name Type Description
CUMULUS Number Cumulus cloud.

ColorBlendMode : Number

Defines different modes for blending between a target color and a primitive's source color. HIGHLIGHT multiplies the source color by the target color REPLACE replaces the source color with the target color MIX blends the source color and target color together
Properties:
Name Type Description
HIGHLIGHT Number
REPLACE Number
MIX Number
See:
  • Model.colorBlendMode

ComponentDatatype : Number

WebGL component datatypes. Components are intrinsics, which form attributes, which form vertices.
Properties:
Name Type Description
BYTE Number 8-bit signed byte corresponding to gl.BYTE and the type of an element in Int8Array.
UNSIGNED_BYTE Number 8-bit unsigned byte corresponding to UNSIGNED_BYTE and the type of an element in Uint8Array.
SHORT Number 16-bit signed short corresponding to SHORT and the type of an element in Int16Array.
UNSIGNED_SHORT Number 16-bit unsigned short corresponding to UNSIGNED_SHORT and the type of an element in Uint16Array.
INT Number 32-bit signed int corresponding to INT and the type of an element in Int32Array.
UNSIGNED_INT Number 32-bit unsigned int corresponding to UNSIGNED_INT and the type of an element in Uint32Array.
FLOAT Number 32-bit floating-point corresponding to FLOAT and the type of an element in Float32Array.
DOUBLE Number 64-bit floating-point corresponding to gl.DOUBLE (in Desktop OpenGL; this is not supported in WebGL, and is emulated in Cesium via GeometryPipeline.encodeAttribute) and the type of an element in Float64Array.

CornerType : Number

Style options for corners.
Properties:
Name Type Description
ROUNDED Number Corner has a smooth edge.
MITERED Number Corner point is the intersection of adjacent edges.
BEVELED Number Corner is clipped.
Demo:

CullFace : Number

Determines which triangles, if any, are culled.
Properties:
Name Type Description
FRONT Number Front-facing triangles are culled.
BACK Number Back-facing triangles are culled.
FRONT_AND_BACK Number Both front-facing and back-facing triangles are culled.

DepthFunction : Number

Determines the function used to compare two depths for the depth test.
Properties:
Name Type Description
NEVER Number The depth test never passes.
LESS Number The depth test passes if the incoming depth is less than the stored depth.
EQUAL Number The depth test passes if the incoming depth is equal to the stored depth.
LESS_OR_EQUAL Number The depth test passes if the incoming depth is less than or equal to the stored depth.
GREATER Number The depth test passes if the incoming depth is greater than the stored depth.
NOT_EQUAL Number The depth test passes if the incoming depth is not equal to the stored depth.
GREATER_OR_EQUAL Number The depth test passes if the incoming depth is greater than or equal to the stored depth.
ALWAYS Number The depth test always passes.

ExtrapolationType : Number

Constants to determine how an interpolated value is extrapolated when querying outside the bounds of available data.
Properties:
Name Type Description
NONE Number No extrapolation occurs.
HOLD Number The first or last value is used when outside the range of sample data.
EXTRAPOLATE Number The value is extrapolated.
See:

GeocodeType : Number

The type of geocoding to be performed by a GeocoderService.
Properties:
Name Type Description
SEARCH Number Perform a search where the input is considered complete.
AUTOCOMPLETE Number Perform an auto-complete using partial input, typically reserved for providing possible results as a user is typing.
See:

HeightmapEncoding : Number

The encoding that is used for a heightmap
Properties:
Name Type Description
NONE Number No encoding
LERC Number LERC encoding

HeightReference : Number

Represents the position relative to the terrain.
Properties:
Name Type Description
NONE Number The position is absolute.
CLAMP_TO_GROUND Number The position is clamped to the terrain.
RELATIVE_TO_GROUND Number The position height is the height above the terrain.

HorizontalOrigin : Number

The horizontal location of an origin relative to an object, e.g., a Billboard or Label. For example, setting the horizontal origin to LEFT or RIGHT will display a billboard to the left or right (in screen space) of the anchor position.


Properties:
Name Type Description
CENTER Number The origin is at the horizontal center of the object.
LEFT Number The origin is on the left side of the object.
RIGHT Number The origin is on the right side of the object.
See:

ImagerySplitDirection : Number

The direction to display an ImageryLayer relative to the Scene#imagerySplitPosition.
Properties:
Name Type Description
LEFT Number Display the ImageryLayer to the left of the Scene#imagerySplitPosition.
NONE Number Always display the ImageryLayer.
RIGHT Number Display the ImageryLayer to the right of the Scene#imagerySplitPosition.
See:

IndexDatatype : Number

Constants for WebGL index datatypes. These corresponds to the type parameter of drawElements.
Properties:
Name Type Description
UNSIGNED_BYTE Number 8-bit unsigned byte corresponding to UNSIGNED_BYTE and the type of an element in Uint8Array.
UNSIGNED_SHORT Number 16-bit unsigned short corresponding to UNSIGNED_SHORT and the type of an element in Uint16Array.
UNSIGNED_INT Number 32-bit unsigned int corresponding to UNSIGNED_INT and the type of an element in Uint32Array.

Intersect : Number

This enumerated type is used in determining where, relative to the frustum, an object is located. The object can either be fully contained within the frustum (INSIDE), partially inside the frustum and partially outside (INTERSECTING), or somewhere entirely outside of the frustum's 6 planes (OUTSIDE).
Properties:
Name Type Description
OUTSIDE Number Represents that an object is not contained within the frustum.
INTERSECTING Number Represents that an object intersects one of the frustum's planes.
INSIDE Number Represents that an object is fully within the frustum.

IonWorldImageryStyle : Number

The types of imagery provided by createWorldImagery.
Properties:
Name Type Description
AERIAL Number Aerial imagery.
AERIAL_WITH_LABELS Number Aerial imagery with a road overlay.
ROAD Number Roads without additional imagery.

KeyboardEventModifier : Number

This enumerated type is for representing keyboard modifiers. These are keys that are held down in addition to other event types.
Properties:
Name Type Description
SHIFT Number Represents the shift key being held down.
CTRL Number Represents the control key being held down.
ALT Number Represents the alt key being held down.

LabelStyle : Number

Describes how to draw a label.
Properties:
Name Type Description
FILL Number Fill the text of the label, but do not outline.
OUTLINE Number Outline the text of the label, but do not fill.
FILL_AND_OUTLINE Number Fill and outline the text of the label.
See:

MapMode2D : Number

Describes how the map will operate in 2D.
Properties:
Name Type Description
ROTATE Number The 2D map can be rotated about the z axis.
INFINITE_SCROLL Number The 2D map can be scrolled infinitely in the horizontal direction.

ModelAnimationLoop : Number

Determines if and how a glTF animation is looped.
Properties:
Name Type Description
NONE Number Play the animation once; do not loop it.
REPEAT Number Loop the animation playing it from the start immediately after it stops.
MIRRORED_REPEAT Number Loop the animation. First, playing it forward, then in reverse, then forward, and so on.
See:
The 4x4 transformation matrix that transforms the model from model to world coordinates. When this is the identity matrix, the model is drawn in world coordinates, i.e., Earth's Cartesian WGS84 coordinates. Local reference frames can be used by providing a different transformation matrix, like that returned by Transforms.eastNorthUpToFixedFrame.
Default Value: Matrix4.IDENTITY
Example:
var origin = Cesium.Cartesian3.fromDegrees(-95.0, 40.0, 200000.0);
m.modelMatrix = Cesium.Transforms.eastNorthUpToFixedFrame(origin);

PixelDatatype : Number

The data type of a pixel.
Properties:
Name Type Description
UNSIGNED_BYTE Number
UNSIGNED_SHORT Number
UNSIGNED_INT Number
FLOAT Number
HALF_FLOAT Number
UNSIGNED_INT_24_8 Number
UNSIGNED_SHORT_4_4_4_4 Number
UNSIGNED_SHORT_5_5_5_1 Number
UNSIGNED_SHORT_5_6_5 Number
See:

PixelFormat : Number

The format of a pixel, i.e., the number of components it has and what they represent.
Properties:
Name Type Description
DEPTH_COMPONENT Number A pixel format containing a depth value.
DEPTH_STENCIL Number A pixel format containing a depth and stencil value, most often used with PixelDatatype.UNSIGNED_INT_24_8.
ALPHA Number A pixel format containing an alpha channel.
RGB Number A pixel format containing red, green, and blue channels.
RGBA Number A pixel format containing red, green, blue, and alpha channels.
LUMINANCE Number A pixel format containing a luminance (intensity) channel.
LUMINANCE_ALPHA Number A pixel format containing luminance (intensity) and alpha channels.
RGB_DXT1 Number A pixel format containing red, green, and blue channels that is DXT1 compressed.
RGBA_DXT1 Number A pixel format containing red, green, blue, and alpha channels that is DXT1 compressed.
RGBA_DXT3 Number A pixel format containing red, green, blue, and alpha channels that is DXT3 compressed.
RGBA_DXT5 Number A pixel format containing red, green, blue, and alpha channels that is DXT5 compressed.
RGB_PVRTC_4BPPV1 Number A pixel format containing red, green, and blue channels that is PVR 4bpp compressed.
RGB_PVRTC_2BPPV1 Number A pixel format containing red, green, and blue channels that is PVR 2bpp compressed.
RGBA_PVRTC_4BPPV1 Number A pixel format containing red, green, blue, and alpha channels that is PVR 4bpp compressed.
RGBA_PVRTC_2BPPV1 Number A pixel format containing red, green, blue, and alpha channels that is PVR 2bpp compressed.
RGBA_ASTC Number A pixel format containing red, green, blue, and alpha channels that is ASTC compressed.
RGB_ETC1 Number A pixel format containing red, green, and blue channels that is ETC1 compressed.
RGB8_ETC2 Number A pixel format containing red, green, and blue channels that is ETC2 compressed.
RGBA8_ETC2_EAC Number A pixel format containing red, green, blue, and alpha channels that is ETC2 compressed.
RGBA_BC7 Number A pixel format containing red, green, blue, and alpha channels that is BC7 compressed.

PostProcessStageSampleMode : Number

Determines how input texture to a PostProcessStage is sampled.
Properties:
Name Type Description
NEAREST Number Samples the texture by returning the closest texel.
LINEAR Number Samples the texture through bi-linear interpolation of the four nearest texels.

PrimitiveType : Number

The type of a geometric primitive, i.e., points, lines, and triangles.
Properties:
Name Type Description
POINTS Number Points primitive where each vertex (or index) is a separate point.
LINES Number Lines primitive where each two vertices (or indices) is a line segment. Line segments are not necessarily connected.
LINE_LOOP Number Line loop primitive where each vertex (or index) after the first connects a line to the previous vertex, and the last vertex implicitly connects to the first.
LINE_STRIP Number Line strip primitive where each vertex (or index) after the first connects a line to the previous vertex.
TRIANGLES Number Triangles primitive where each three vertices (or indices) is a triangle. Triangles do not necessarily share edges.
TRIANGLE_STRIP Number Triangle strip primitive where each vertex (or index) after the first two connect to the previous two vertices forming a triangle. For example, this can be used to model a wall.
TRIANGLE_FAN Number Triangle fan primitive where each vertex (or index) after the first two connect to the previous vertex and the first vertex forming a triangle. For example, this can be used to model a cone or circle.

ReferenceFrame : Number

Constants for identifying well-known reference frames.
Properties:
Name Type Description
FIXED Number The fixed frame.
INERTIAL Number The inertial frame.

RequestState : Number

State of the request.
Properties:
Name Type Description
UNISSUED Number Initial unissued state.
ISSUED Number Issued but not yet active. Will become active when open slots are available.
ACTIVE Number Actual http request has been sent.
RECEIVED Number Request completed successfully.
CANCELLED Number Request was cancelled, either explicitly or automatically because of low priority.
FAILED Number Request failed.

RequestType : Number

An enum identifying the type of request. Used for finer grained logging and priority sorting.
Properties:
Name Type Description
TERRAIN Number Terrain request.
IMAGERY Number Imagery request.
TILES3D Number 3D Tiles request.
OTHER Number Other request.

SceneMode : Number

Indicates if the scene is viewed in 3D, 2D, or 2.5D Columbus view.
Properties:
Name Type Description
MORPHING Number Morphing between mode, e.g., 3D to 2D.
COLUMBUS_VIEW Number Columbus View mode. A 2.5D perspective view where the map is laid out flat and objects with non-zero height are drawn above it.
SCENE2D Number 2D mode. The map is viewed top-down with an orthographic projection.
SCENE3D Number 3D mode. A traditional 3D perspective view of the globe.
See:

ScreenSpaceEventType : Number

This enumerated type is for classifying mouse events: down, up, click, double click, move and move while a button is held down.
Properties:
Name Type Description
LEFT_DOWN Number Represents a mouse left button down event.
LEFT_UP Number Represents a mouse left button up event.
LEFT_CLICK Number Represents a mouse left click event.
LEFT_DOUBLE_CLICK Number Represents a mouse left double click event.
RIGHT_DOWN Number Represents a mouse left button down event.
RIGHT_UP Number Represents a mouse right button up event.
RIGHT_CLICK Number Represents a mouse right click event.
MIDDLE_DOWN Number Represents a mouse middle button down event.
MIDDLE_UP Number Represents a mouse middle button up event.
MIDDLE_CLICK Number Represents a mouse middle click event.
MOUSE_MOVE Number Represents a mouse move event.
WHEEL Number Represents a mouse wheel event.
PINCH_START Number Represents the start of a two-finger event on a touch surface.
PINCH_END Number Represents the end of a two-finger event on a touch surface.
PINCH_MOVE Number Represents a change of a two-finger event on a touch surface.

ShadowMode : Number

Specifies whether the object casts or receives shadows from light sources when shadows are enabled.
Properties:
Name Type Description
DISABLED Number The object does not cast or receive shadows.
ENABLED Number The object casts and receives shadows.
CAST_ONLY Number The object casts shadows only.
RECEIVE_ONLY Number The object receives shadows only.

StencilFunction : Number

Determines the function used to compare stencil values for the stencil test.
Properties:
Name Type Description
NEVER Number The stencil test never passes.
LESS Number The stencil test passes when the masked reference value is less than the masked stencil value.
EQUAL Number The stencil test passes when the masked reference value is equal to the masked stencil value.
LESS_OR_EQUAL Number The stencil test passes when the masked reference value is less than or equal to the masked stencil value.
GREATER Number The stencil test passes when the masked reference value is greater than the masked stencil value.
NOT_EQUAL Number The stencil test passes when the masked reference value is not equal to the masked stencil value.
GREATER_OR_EQUAL Number The stencil test passes when the masked reference value is greater than or equal to the masked stencil value.
ALWAYS Number The stencil test always passes.

StencilOperation : Number

Determines the action taken based on the result of the stencil test.
Properties:
Name Type Description
ZERO Number Sets the stencil buffer value to zero.
KEEP Number Does not change the stencil buffer.
REPLACE Number Replaces the stencil buffer value with the reference value.
INCREMENT Number Increments the stencil buffer value, clamping to unsigned byte.
DECREMENT Number Decrements the stencil buffer value, clamping to zero.
INVERT Number Bitwise inverts the existing stencil buffer value.
INCREMENT_WRAP Number Increments the stencil buffer value, wrapping to zero when exceeding the unsigned byte range.
DECREMENT_WRAP Number Decrements the stencil buffer value, wrapping to the maximum unsigned byte instead of going below zero.

StripeOrientation : Number

Defined the orientation of stripes in StripeMaterialProperty.
Properties:
Name Type Description
HORIZONTAL Number Horizontal orientation.
VERTICAL Number Vertical orientation.

TextureMagnificationFilter : Number

Enumerates all possible filters used when magnifying WebGL textures.
Properties:
Name Type Description
NEAREST Number Samples the texture by returning the closest pixel.
LINEAR Number Samples the texture through bi-linear interpolation of the four nearest pixels. This produces smoother results than NEAREST filtering.
See:

TextureMinificationFilter : Number

Enumerates all possible filters used when minifying WebGL textures.
Properties:
Name Type Description
NEAREST Number Samples the texture by returning the closest pixel.
LINEAR Number Samples the texture through bi-linear interpolation of the four nearest pixels. This produces smoother results than NEAREST filtering.
NEAREST_MIPMAP_NEAREST Number Selects the nearest mip level and applies nearest sampling within that level.

Requires that the texture has a mipmap. The mip level is chosen by the view angle and screen-space size of the texture.

LINEAR_MIPMAP_NEAREST Number Selects the nearest mip level and applies linear sampling within that level.

Requires that the texture has a mipmap. The mip level is chosen by the view angle and screen-space size of the texture.

NEAREST_MIPMAP_LINEAR Number Read texture values with nearest sampling from two adjacent mip levels and linearly interpolate the results.

This option provides a good balance of visual quality and speed when sampling from a mipmapped texture.

Requires that the texture has a mipmap. The mip level is chosen by the view angle and screen-space size of the texture.

LINEAR_MIPMAP_LINEAR Number Read texture values with linear sampling from two adjacent mip levels and linearly interpolate the results.

This option provides a good balance of visual quality and speed when sampling from a mipmapped texture.

Requires that the texture has a mipmap. The mip level is chosen by the view angle and screen-space size of the texture.

See:

TimeStandard : Number

Provides the type of time standards which JulianDate can take as input.
Properties:
Name Type Description
UTC Number Represents the coordinated Universal Time (UTC) time standard. UTC is related to TAI according to the relationship UTC = TAI - deltaT where deltaT is the number of leap seconds which have been introduced as of the time in TAI.
TAI Number Represents the International Atomic Time (TAI) time standard. TAI is the principal time standard to which the other time standards are related.
See:

VerticalOrigin : Number

The vertical location of an origin relative to an object, e.g., a Billboard or Label. For example, setting the vertical origin to TOP or BOTTOM will display a billboard above or below (in screen space) the anchor position.


Properties:
Name Type Description
CENTER Number The origin is at the vertical center between BASELINE and TOP.
BOTTOM Number The origin is at the bottom of the object.
BASELINE Number If the object contains text, the origin is at the baseline of the text, else the origin is at the bottom of the object.
TOP Number The origin is at the top of the object.
See:

Visibility : Number

This enumerated type is used in determining to what extent an object, the occludee, is visible during horizon culling. An occluder may fully block an occludee, in which case it has no visibility, may partially block an occludee from view, or may not block it at all, leading to full visibility.
Properties:
Name Type Description
NONE Number Represents that no part of an object is visible.
PARTIAL Number Represents that part, but not all, of an object is visible
FULL Number Represents that an object is visible in its entirety.

WebGLConstants : Number

Enum containing WebGL Constant values by name. for use without an active WebGL context, or in cases where certain constants are unavailable using the WebGL context (For example, in Safari 9). These match the constants from the WebGL 1.0 and WebGL 2.0 specifications.
Properties:
Name Type Description
DEPTH_BUFFER_BIT Number
STENCIL_BUFFER_BIT Number
COLOR_BUFFER_BIT Number
POINTS Number
LINES Number
LINE_LOOP Number
LINE_STRIP Number
TRIANGLES Number
TRIANGLE_STRIP Number
TRIANGLE_FAN Number
ZERO Number
ONE Number
SRC_COLOR Number
ONE_MINUS_SRC_COLOR Number
SRC_ALPHA Number
ONE_MINUS_SRC_ALPHA Number
DST_ALPHA Number
ONE_MINUS_DST_ALPHA Number
DST_COLOR Number
ONE_MINUS_DST_COLOR Number
SRC_ALPHA_SATURATE Number
FUNC_ADD Number
BLEND_EQUATION Number
BLEND_EQUATION_RGB Number
BLEND_EQUATION_ALPHA Number
FUNC_SUBTRACT Number
FUNC_REVERSE_SUBTRACT Number
BLEND_DST_RGB Number
BLEND_SRC_RGB Number
BLEND_DST_ALPHA Number
BLEND_SRC_ALPHA Number
CONSTANT_COLOR Number
ONE_MINUS_CONSTANT_COLOR Number
CONSTANT_ALPHA Number
ONE_MINUS_CONSTANT_ALPHA Number
BLEND_COLOR Number
ARRAY_BUFFER Number
ELEMENT_ARRAY_BUFFER Number
ARRAY_BUFFER_BINDING Number
ELEMENT_ARRAY_BUFFER_BINDING Number
STREAM_DRAW Number
STATIC_DRAW Number
DYNAMIC_DRAW Number
BUFFER_SIZE Number
BUFFER_USAGE Number
CURRENT_VERTEX_ATTRIB Number
FRONT Number
BACK Number
FRONT_AND_BACK Number
CULL_FACE Number
BLEND Number
DITHER Number
STENCIL_TEST Number
DEPTH_TEST Number
SCISSOR_TEST Number
POLYGON_OFFSET_FILL Number
SAMPLE_ALPHA_TO_COVERAGE Number
SAMPLE_COVERAGE Number
NO_ERROR Number
INVALID_ENUM Number
INVALID_VALUE Number
INVALID_OPERATION Number
OUT_OF_MEMORY Number
CW Number
CCW Number
LINE_WIDTH Number
ALIASED_POINT_SIZE_RANGE Number
ALIASED_LINE_WIDTH_RANGE Number
CULL_FACE_MODE Number
FRONT_FACE Number
DEPTH_RANGE Number
DEPTH_WRITEMASK Number
DEPTH_CLEAR_VALUE Number
DEPTH_FUNC Number
STENCIL_CLEAR_VALUE Number
STENCIL_FUNC Number
STENCIL_FAIL Number
STENCIL_PASS_DEPTH_FAIL Number
STENCIL_PASS_DEPTH_PASS Number
STENCIL_REF Number
STENCIL_VALUE_MASK Number
STENCIL_WRITEMASK Number
STENCIL_BACK_FUNC Number
STENCIL_BACK_FAIL Number
STENCIL_BACK_PASS_DEPTH_FAIL Number
STENCIL_BACK_PASS_DEPTH_PASS Number
STENCIL_BACK_REF Number
STENCIL_BACK_VALUE_MASK Number
STENCIL_BACK_WRITEMASK Number
VIEWPORT Number
SCISSOR_BOX Number
COLOR_CLEAR_VALUE Number
COLOR_WRITEMASK Number
UNPACK_ALIGNMENT Number
PACK_ALIGNMENT Number
MAX_TEXTURE_SIZE Number
MAX_VIEWPORT_DIMS Number
SUBPIXEL_BITS Number
RED_BITS Number
GREEN_BITS Number
BLUE_BITS Number
ALPHA_BITS Number
DEPTH_BITS Number
STENCIL_BITS Number
POLYGON_OFFSET_UNITS Number
POLYGON_OFFSET_FACTOR Number
TEXTURE_BINDING_2D Number
SAMPLE_BUFFERS Number
SAMPLES Number
SAMPLE_COVERAGE_VALUE Number
SAMPLE_COVERAGE_INVERT Number
COMPRESSED_TEXTURE_FORMATS Number
DONT_CARE Number
FASTEST Number
NICEST Number
GENERATE_MIPMAP_HINT Number
BYTE Number
UNSIGNED_BYTE Number
SHORT Number
UNSIGNED_SHORT Number
INT Number
UNSIGNED_INT Number
FLOAT Number
DEPTH_COMPONENT Number
ALPHA Number
RGB Number
RGBA Number
LUMINANCE Number
LUMINANCE_ALPHA Number
UNSIGNED_SHORT_4_4_4_4 Number
UNSIGNED_SHORT_5_5_5_1 Number
UNSIGNED_SHORT_5_6_5 Number
FRAGMENT_SHADER Number
VERTEX_SHADER Number
MAX_VERTEX_ATTRIBS Number
MAX_VERTEX_UNIFORM_VECTORS Number
MAX_VARYING_VECTORS Number
MAX_COMBINED_TEXTURE_IMAGE_UNITS Number
MAX_VERTEX_TEXTURE_IMAGE_UNITS Number
MAX_TEXTURE_IMAGE_UNITS Number
MAX_FRAGMENT_UNIFORM_VECTORS Number
SHADER_TYPE Number
DELETE_STATUS Number
LINK_STATUS Number
VALIDATE_STATUS Number
ATTACHED_SHADERS Number
ACTIVE_UNIFORMS Number
ACTIVE_ATTRIBUTES Number
SHADING_LANGUAGE_VERSION Number
CURRENT_PROGRAM Number
NEVER Number
LESS Number
EQUAL Number
LEQUAL Number
GREATER Number
NOTEQUAL Number
GEQUAL Number
ALWAYS Number
KEEP Number
REPLACE Number
INCR Number
DECR Number
INVERT Number
INCR_WRAP Number
DECR_WRAP Number
VENDOR Number
RENDERER Number
VERSION Number
NEAREST Number
LINEAR Number
NEAREST_MIPMAP_NEAREST Number
LINEAR_MIPMAP_NEAREST Number
NEAREST_MIPMAP_LINEAR Number
LINEAR_MIPMAP_LINEAR Number
TEXTURE_MAG_FILTER Number
TEXTURE_MIN_FILTER Number
TEXTURE_WRAP_S Number
TEXTURE_WRAP_T Number
TEXTURE_2D Number
TEXTURE Number
TEXTURE_CUBE_MAP Number
TEXTURE_BINDING_CUBE_MAP Number
TEXTURE_CUBE_MAP_POSITIVE_X Number
TEXTURE_CUBE_MAP_NEGATIVE_X Number
TEXTURE_CUBE_MAP_POSITIVE_Y Number
TEXTURE_CUBE_MAP_NEGATIVE_Y Number
TEXTURE_CUBE_MAP_POSITIVE_Z Number
TEXTURE_CUBE_MAP_NEGATIVE_Z Number
MAX_CUBE_MAP_TEXTURE_SIZE Number
TEXTURE0 Number
TEXTURE1 Number
TEXTURE2 Number
TEXTURE3 Number
TEXTURE4 Number
TEXTURE5 Number
TEXTURE6 Number
TEXTURE7 Number
TEXTURE8 Number
TEXTURE9 Number
TEXTURE10 Number
TEXTURE11 Number
TEXTURE12 Number
TEXTURE13 Number
TEXTURE14 Number
TEXTURE15 Number
TEXTURE16 Number
TEXTURE17 Number
TEXTURE18 Number
TEXTURE19 Number
TEXTURE20 Number
TEXTURE21 Number
TEXTURE22 Number
TEXTURE23 Number
TEXTURE24 Number
TEXTURE25 Number
TEXTURE26 Number
TEXTURE27 Number
TEXTURE28 Number
TEXTURE29 Number
TEXTURE30 Number
TEXTURE31 Number
ACTIVE_TEXTURE Number
REPEAT Number
CLAMP_TO_EDGE Number
MIRRORED_REPEAT Number
FLOAT_VEC2 Number
FLOAT_VEC3 Number
FLOAT_VEC4 Number
INT_VEC2 Number
INT_VEC3 Number
INT_VEC4 Number
BOOL Number
BOOL_VEC2 Number
BOOL_VEC3 Number
BOOL_VEC4 Number
FLOAT_MAT2 Number
FLOAT_MAT3 Number
FLOAT_MAT4 Number
SAMPLER_2D Number
SAMPLER_CUBE Number
VERTEX_ATTRIB_ARRAY_ENABLED Number
VERTEX_ATTRIB_ARRAY_SIZE Number
VERTEX_ATTRIB_ARRAY_STRIDE Number
VERTEX_ATTRIB_ARRAY_TYPE Number
VERTEX_ATTRIB_ARRAY_NORMALIZED Number
VERTEX_ATTRIB_ARRAY_POINTER Number
VERTEX_ATTRIB_ARRAY_BUFFER_BINDING Number
IMPLEMENTATION_COLOR_READ_TYPE Number
IMPLEMENTATION_COLOR_READ_FORMAT Number
COMPILE_STATUS Number
LOW_FLOAT Number
MEDIUM_FLOAT Number
HIGH_FLOAT Number
LOW_INT Number
MEDIUM_INT Number
HIGH_INT Number
FRAMEBUFFER Number
RENDERBUFFER Number
RGBA4 Number
RGB5_A1 Number
RGB565 Number
DEPTH_COMPONENT16 Number
STENCIL_INDEX Number
STENCIL_INDEX8 Number
DEPTH_STENCIL Number
RENDERBUFFER_WIDTH Number
RENDERBUFFER_HEIGHT Number
RENDERBUFFER_INTERNAL_FORMAT Number
RENDERBUFFER_RED_SIZE Number
RENDERBUFFER_GREEN_SIZE Number
RENDERBUFFER_BLUE_SIZE Number
RENDERBUFFER_ALPHA_SIZE Number
RENDERBUFFER_DEPTH_SIZE Number
RENDERBUFFER_STENCIL_SIZE Number
FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE Number
FRAMEBUFFER_ATTACHMENT_OBJECT_NAME Number
FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL Number
FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE Number
COLOR_ATTACHMENT0 Number
DEPTH_ATTACHMENT Number
STENCIL_ATTACHMENT Number
DEPTH_STENCIL_ATTACHMENT Number
NONE Number
FRAMEBUFFER_COMPLETE Number
FRAMEBUFFER_INCOMPLETE_ATTACHMENT Number
FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT Number
FRAMEBUFFER_INCOMPLETE_DIMENSIONS Number
FRAMEBUFFER_UNSUPPORTED Number
FRAMEBUFFER_BINDING Number
RENDERBUFFER_BINDING Number
MAX_RENDERBUFFER_SIZE Number
INVALID_FRAMEBUFFER_OPERATION Number
UNPACK_FLIP_Y_WEBGL Number
UNPACK_PREMULTIPLY_ALPHA_WEBGL Number
CONTEXT_LOST_WEBGL Number
UNPACK_COLORSPACE_CONVERSION_WEBGL Number
BROWSER_DEFAULT_WEBGL Number
COMPRESSED_RGB_S3TC_DXT1_EXT Number
COMPRESSED_RGBA_S3TC_DXT1_EXT Number
COMPRESSED_RGBA_S3TC_DXT3_EXT Number
COMPRESSED_RGBA_S3TC_DXT5_EXT Number
COMPRESSED_RGB_PVRTC_4BPPV1_IMG Number
COMPRESSED_RGB_PVRTC_2BPPV1_IMG Number
COMPRESSED_RGBA_PVRTC_4BPPV1_IMG Number
COMPRESSED_RGBA_PVRTC_2BPPV1_IMG Number
COMPRESSED_RGBA_ASTC_4x4_WEBGL Number
COMPRESSED_RGB_ETC1_WEBGL Number
COMPRESSED_RGBA_BPTC_UNORM Number
HALF_FLOAT_OES Number
DOUBLE Number
READ_BUFFER Number
UNPACK_ROW_LENGTH Number
UNPACK_SKIP_ROWS Number
UNPACK_SKIP_PIXELS Number
PACK_ROW_LENGTH Number
PACK_SKIP_ROWS Number
PACK_SKIP_PIXELS Number
COLOR Number
DEPTH Number
STENCIL Number
RED Number
RGB8 Number
RGBA8 Number
RGB10_A2 Number
TEXTURE_BINDING_3D Number
UNPACK_SKIP_IMAGES Number
UNPACK_IMAGE_HEIGHT Number
TEXTURE_3D Number
TEXTURE_WRAP_R Number
MAX_3D_TEXTURE_SIZE Number
UNSIGNED_INT_2_10_10_10_REV Number
MAX_ELEMENTS_VERTICES Number
MAX_ELEMENTS_INDICES Number
TEXTURE_MIN_LOD Number
TEXTURE_MAX_LOD Number
TEXTURE_BASE_LEVEL Number
TEXTURE_MAX_LEVEL Number
MIN Number
MAX Number
DEPTH_COMPONENT24 Number
MAX_TEXTURE_LOD_BIAS Number
TEXTURE_COMPARE_MODE Number
TEXTURE_COMPARE_FUNC Number
CURRENT_QUERY Number
QUERY_RESULT Number
QUERY_RESULT_AVAILABLE Number
STREAM_READ Number
STREAM_COPY Number
STATIC_READ Number
STATIC_COPY Number
DYNAMIC_READ Number
DYNAMIC_COPY Number
MAX_DRAW_BUFFERS Number
DRAW_BUFFER0 Number
DRAW_BUFFER1 Number
DRAW_BUFFER2 Number
DRAW_BUFFER3 Number
DRAW_BUFFER4 Number
DRAW_BUFFER5 Number
DRAW_BUFFER6 Number
DRAW_BUFFER7 Number
DRAW_BUFFER8 Number
DRAW_BUFFER9 Number
DRAW_BUFFER10 Number
DRAW_BUFFER11 Number
DRAW_BUFFER12 Number
DRAW_BUFFER13 Number
DRAW_BUFFER14 Number
DRAW_BUFFER15 Number
MAX_FRAGMENT_UNIFORM_COMPONENTS Number
MAX_VERTEX_UNIFORM_COMPONENTS Number
SAMPLER_3D Number
SAMPLER_2D_SHADOW Number
FRAGMENT_SHADER_DERIVATIVE_HINT Number
PIXEL_PACK_BUFFER Number
PIXEL_UNPACK_BUFFER Number
PIXEL_PACK_BUFFER_BINDING Number
PIXEL_UNPACK_BUFFER_BINDING Number
FLOAT_MAT2x3 Number
FLOAT_MAT2x4 Number
FLOAT_MAT3x2 Number
FLOAT_MAT3x4 Number
FLOAT_MAT4x2 Number
FLOAT_MAT4x3 Number
SRGB Number
SRGB8 Number
SRGB8_ALPHA8 Number
COMPARE_REF_TO_TEXTURE Number
RGBA32F Number
RGB32F Number
RGBA16F Number
RGB16F Number
VERTEX_ATTRIB_ARRAY_INTEGER Number
MAX_ARRAY_TEXTURE_LAYERS Number
MIN_PROGRAM_TEXEL_OFFSET Number
MAX_PROGRAM_TEXEL_OFFSET Number
MAX_VARYING_COMPONENTS Number
TEXTURE_2D_ARRAY Number
TEXTURE_BINDING_2D_ARRAY Number
R11F_G11F_B10F Number
UNSIGNED_INT_10F_11F_11F_REV Number
RGB9_E5 Number
UNSIGNED_INT_5_9_9_9_REV Number
TRANSFORM_FEEDBACK_BUFFER_MODE Number
MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS Number
TRANSFORM_FEEDBACK_VARYINGS Number
TRANSFORM_FEEDBACK_BUFFER_START Number
TRANSFORM_FEEDBACK_BUFFER_SIZE Number
TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN Number
RASTERIZER_DISCARD Number
MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS Number
MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS Number
INTERLEAVED_ATTRIBS Number
SEPARATE_ATTRIBS Number
TRANSFORM_FEEDBACK_BUFFER Number
TRANSFORM_FEEDBACK_BUFFER_BINDING Number
RGBA32UI Number
RGB32UI Number
RGBA16UI Number
RGB16UI Number
RGBA8UI Number
RGB8UI Number
RGBA32I Number
RGB32I Number
RGBA16I Number
RGB16I Number
RGBA8I Number
RGB8I Number
RED_INTEGER Number
RGB_INTEGER Number
RGBA_INTEGER Number
SAMPLER_2D_ARRAY Number
SAMPLER_2D_ARRAY_SHADOW Number
SAMPLER_CUBE_SHADOW Number
UNSIGNED_INT_VEC2 Number
UNSIGNED_INT_VEC3 Number
UNSIGNED_INT_VEC4 Number
INT_SAMPLER_2D Number
INT_SAMPLER_3D Number
INT_SAMPLER_CUBE Number
INT_SAMPLER_2D_ARRAY Number
UNSIGNED_INT_SAMPLER_2D Number
UNSIGNED_INT_SAMPLER_3D Number
UNSIGNED_INT_SAMPLER_CUBE Number
UNSIGNED_INT_SAMPLER_2D_ARRAY Number
DEPTH_COMPONENT32F Number
DEPTH32F_STENCIL8 Number
FLOAT_32_UNSIGNED_INT_24_8_REV Number
FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING Number
FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE Number
FRAMEBUFFER_ATTACHMENT_RED_SIZE Number
FRAMEBUFFER_ATTACHMENT_GREEN_SIZE Number
FRAMEBUFFER_ATTACHMENT_BLUE_SIZE Number
FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE Number
FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE Number
FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE Number
FRAMEBUFFER_DEFAULT Number
UNSIGNED_INT_24_8 Number
DEPTH24_STENCIL8 Number
UNSIGNED_NORMALIZED Number
DRAW_FRAMEBUFFER_BINDING Number
READ_FRAMEBUFFER Number
DRAW_FRAMEBUFFER Number
READ_FRAMEBUFFER_BINDING Number
RENDERBUFFER_SAMPLES Number
FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER Number
MAX_COLOR_ATTACHMENTS Number
COLOR_ATTACHMENT1 Number
COLOR_ATTACHMENT2 Number
COLOR_ATTACHMENT3 Number
COLOR_ATTACHMENT4 Number
COLOR_ATTACHMENT5 Number
COLOR_ATTACHMENT6 Number
COLOR_ATTACHMENT7 Number
COLOR_ATTACHMENT8 Number
COLOR_ATTACHMENT9 Number
COLOR_ATTACHMENT10 Number
COLOR_ATTACHMENT11 Number
COLOR_ATTACHMENT12 Number
COLOR_ATTACHMENT13 Number
COLOR_ATTACHMENT14 Number
COLOR_ATTACHMENT15 Number
FRAMEBUFFER_INCOMPLETE_MULTISAMPLE Number
MAX_SAMPLES Number
HALF_FLOAT Number
RG Number
RG_INTEGER Number
R8 Number
RG8 Number
R16F Number
R32F Number
RG16F Number
RG32F Number
R8I Number
R8UI Number
R16I Number
R16UI Number
R32I Number
R32UI Number
RG8I Number
RG8UI Number
RG16I Number
RG16UI Number
RG32I Number
RG32UI Number
VERTEX_ARRAY_BINDING Number
R8_SNORM Number
RG8_SNORM Number
RGB8_SNORM Number
RGBA8_SNORM Number
SIGNED_NORMALIZED Number
COPY_READ_BUFFER Number
COPY_WRITE_BUFFER Number
COPY_READ_BUFFER_BINDING Number
COPY_WRITE_BUFFER_BINDING Number
UNIFORM_BUFFER Number
UNIFORM_BUFFER_BINDING Number
UNIFORM_BUFFER_START Number
UNIFORM_BUFFER_SIZE Number
MAX_VERTEX_UNIFORM_BLOCKS Number
MAX_FRAGMENT_UNIFORM_BLOCKS Number
MAX_COMBINED_UNIFORM_BLOCKS Number
MAX_UNIFORM_BUFFER_BINDINGS Number
MAX_UNIFORM_BLOCK_SIZE Number
MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS Number
MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS Number
UNIFORM_BUFFER_OFFSET_ALIGNMENT Number
ACTIVE_UNIFORM_BLOCKS Number
UNIFORM_TYPE Number
UNIFORM_SIZE Number
UNIFORM_BLOCK_INDEX Number
UNIFORM_OFFSET Number
UNIFORM_ARRAY_STRIDE Number
UNIFORM_MATRIX_STRIDE Number
UNIFORM_IS_ROW_MAJOR Number
UNIFORM_BLOCK_BINDING Number
UNIFORM_BLOCK_DATA_SIZE Number
UNIFORM_BLOCK_ACTIVE_UNIFORMS Number
UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES Number
UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER Number
UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER Number
INVALID_INDEX Number
MAX_VERTEX_OUTPUT_COMPONENTS Number
MAX_FRAGMENT_INPUT_COMPONENTS Number
MAX_SERVER_WAIT_TIMEOUT Number
OBJECT_TYPE Number
SYNC_CONDITION Number
SYNC_STATUS Number
SYNC_FLAGS Number
SYNC_FENCE Number
SYNC_GPU_COMMANDS_COMPLETE Number
UNSIGNALED Number
SIGNALED Number
ALREADY_SIGNALED Number
TIMEOUT_EXPIRED Number
CONDITION_SATISFIED Number
WAIT_FAILED Number
SYNC_FLUSH_COMMANDS_BIT Number
VERTEX_ATTRIB_ARRAY_DIVISOR Number
ANY_SAMPLES_PASSED Number
ANY_SAMPLES_PASSED_CONSERVATIVE Number
SAMPLER_BINDING Number
RGB10_A2UI Number
INT_2_10_10_10_REV Number
TRANSFORM_FEEDBACK Number
TRANSFORM_FEEDBACK_PAUSED Number
TRANSFORM_FEEDBACK_ACTIVE Number
TRANSFORM_FEEDBACK_BINDING Number
COMPRESSED_R11_EAC Number
COMPRESSED_SIGNED_R11_EAC Number
COMPRESSED_RG11_EAC Number
COMPRESSED_SIGNED_RG11_EAC Number
COMPRESSED_RGB8_ETC2 Number
COMPRESSED_SRGB8_ETC2 Number
COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 Number
COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 Number
COMPRESSED_RGBA8_ETC2_EAC Number
COMPRESSED_SRGB8_ALPHA8_ETC2_EAC Number
TEXTURE_IMMUTABLE_FORMAT Number
MAX_ELEMENT_INDEX Number
TEXTURE_IMMUTABLE_LEVELS Number
MAX_TEXTURE_MAX_ANISOTROPY_EXT Number

WindingOrder : Number

Winding order defines the order of vertices for a triangle to be considered front-facing.
Properties:
Name Type Description
CLOCKWISE Number Vertices are in clockwise order.
COUNTER_CLOCKWISE Number Vertices are in counter-clockwise order.

Methods

barycentricCoordinates(point, p0, p1, p2, result)Cartesian3

Computes the barycentric coordinates for a point with respect to a triangle.
Name Type Description
point Cartesian2 | Cartesian3 The point to test.
p0 Cartesian2 | Cartesian3 The first point of the triangle, corresponding to the barycentric x-axis.
p1 Cartesian2 | Cartesian3 The second point of the triangle, corresponding to the barycentric y-axis.
p2 Cartesian2 | Cartesian3 The third point of the triangle, corresponding to the barycentric z-axis.
result Cartesian3 optional The object onto which to store the result.
Returns:
The modified result parameter or a new Cartesian3 instance if one was not provided.
Example:
// Returns Cartesian3.UNIT_X
var p = new Cesium.Cartesian3(-1.0, 0.0, 0.0);
var b = Cesium.barycentricCoordinates(p,
  new Cesium.Cartesian3(-1.0, 0.0, 0.0),
  new Cesium.Cartesian3( 1.0, 0.0, 0.0),
  new Cesium.Cartesian3( 0.0, 1.0, 1.0));

binarySearch(array, itemToFind, comparator)Number

Finds an item in a sorted array.
Name Type Description
array Array The sorted array to search.
itemToFind * The item to find in the array.
comparator binarySearchComparator The function to use to compare the item to elements in the array.
Returns:
The index of itemToFind in the array, if it exists. If itemToFind does not exist, the return value is a negative number which is the bitwise complement (~) of the index before which the itemToFind should be inserted in order to maintain the sorted order of the array.
Example:
// Create a comparator function to search through an array of numbers.
function comparator(a, b) {
    return a - b;
};
var numbers = [0, 2, 4, 6, 8];
var index = Cesium.binarySearch(numbers, 6, comparator); // 3

buildModuleUrl(relativeUrl)String

Given a relative URL under the Cesium base URL, returns an absolute URL.
Name Type Description
relativeUrl String The relative path.
Returns:
The absolutely URL representation of the provided path.
Example:
var viewer = new Cesium.Viewer("cesiumContainer", {
  imageryProvider: new Cesium.TileMapServiceImageryProvider({
  url: Cesium.buildModuleUrl("Assets/Textures/NaturalEarthII"),
  }),
  baseLayerPicker: false,
});

cancelAnimationFrame(requestID)

A browser-independent function to cancel an animation frame requested using requestAnimationFrame.
Name Type Description
requestID Number The value returned by requestAnimationFrame.
See:

clone(object, deep)Object

Clones an object, returning a new object containing the same properties.
Name Type Default Description
object Object The object to clone.
deep Boolean false optional If true, all properties will be deep cloned recursively.
Returns:
The cloned object.

combine(object1, object2, deep)Object

Merges two objects, copying their properties onto a new combined object. When two objects have the same property, the value of the property on the first object is used. If either object is undefined, it will be treated as an empty object.
Name Type Default Description
object1 Object optional The first object to merge.
object2 Object optional The second object to merge.
deep Boolean false optional Perform a recursive merge.
Returns:
The combined object containing all properties from both objects.
Example:
var object1 = {
    propOne : 1,
    propTwo : {
        value1 : 10
    }
}
var object2 = {
    propTwo : 2
}
var final = Cesium.combine(object1, object2);

// final === {
//     propOne : 1,
//     propTwo : {
//         value1 : 10
//     }
// }

createCommand(func, canExecute)

Create a Command from a given function, for use with ViewModels. A Command is a function with an extra canExecute observable property to determine whether the command can be executed. When executed, a Command function will check the value of canExecute and throw if false. It also provides events for when a command has been or is about to be executed.
Name Type Default Description
func function The function to execute.
canExecute Boolean true optional A boolean indicating whether the function can currently be executed.

createElevationBandMaterial(options)Material

Creates a Material that combines multiple layers of color/gradient bands and maps them to terrain heights. The shader does a binary search over all the heights to find out which colors are above and below a given height, and interpolates between them for the final color. This material supports hundreds of entries relatively cheaply.
Name Type Description
options Object Object with the following properties:
Name Type Description
scene Scene The scene where the visualization is taking place.
layers Array.<createElevationBandMaterialBand> A list of bands ordered from lowest to highest precedence.
Returns:
A new Material instance.
Example:
scene.globe.material = Cesium.createElevationBandMaterial({
    scene : scene,
    layers : [{
        entries : [{
            height : 4200.0,
            color : new Cesium.Color(0.0, 0.0, 0.0, 1.0)
        }, {
            height : 8848.0,
            color : new Cesium.Color(1.0, 1.0, 1.0, 1.0)
        }],
        extendDownwards : true,
        extendUpwards : true,
    }, {
        entries : [{
            height : 7000.0,
            color : new Cesium.Color(1.0, 0.0, 0.0, 0.5)
        }, {
            height : 7100.0,
            color : new Cesium.Color(1.0, 0.0, 0.0, 0.5)
        }]
    }]
});
Demo:

createGuid()String

Creates a Globally unique identifier (GUID) string. A GUID is 128 bits long, and can guarantee uniqueness across space and time.
Returns:
Example:
this.guid = Cesium.createGuid();
See:

createOsmBuildings(options)Cesium3DTileset

Creates a Cesium3DTileset instance for the Cesium OSM Buildings tileset.
Name Type Description
options Object optional Construction options. Any options allowed by the Cesium3DTileset constructor may be specified here. In addition to those, the following properties are supported:
Name Type Default Description
defaultColor Color Color.WHITE optional The default color to use for buildings that do not have a color. This parameter is ignored if options.style is specified.
style Cesium3DTileStyle optional The style to use with the tileset. If not specified, a default style is used which gives each building or building part a color inferred from its OpenStreetMap tags. If no color can be inferred, options.defaultColor is used.
showOutline Boolean true optional Whether to show outlines around buildings. When true, outlines are displayed. When false, outlines are not displayed.
Returns:
Examples:
// Create Cesium OSM Buildings with default styling
var viewer = new Cesium.Viewer('cesiumContainer');
viewer.scene.primitives.add(Cesium.createOsmBuildings());
// Create Cesium OSM Buildings with a custom style highlighting
// schools and hospitals.
viewer.scene.primitives.add(Cesium.createOsmBuildings({
  style: new Cesium.Cesium3DTileStyle({
    color: {
      conditions: [
        ["${feature['building']} === 'hospital'", "color('#0000FF')"],
        ["${feature['building']} === 'school'", "color('#00FF00')"],
        [true, "color('#ffffff')"]
      ]
    }
  })
}));
See:

createTangentSpaceDebugPrimitive(options)Primitive

Creates a Primitive to visualize well-known vector vertex attributes: normal, tangent, and bitangent. Normal is red; tangent is green; and bitangent is blue. If an attribute is not present, it is not drawn.
Name Type Description
options Object Object with the following properties:
Name Type Default Description
geometry Geometry The Geometry instance with the attribute.
length Number 10000.0 optional The length of each line segment in meters. This can be negative to point the vector in the opposite direction.
modelMatrix Matrix4 Matrix4.IDENTITY optional The model matrix that transforms to transform the geometry from model to world coordinates.
Returns:
A new Primitive instance with geometry for the vectors.
Example:
scene.primitives.add(Cesium.createTangentSpaceDebugPrimitive({
   geometry : instance.geometry,
   length : 100000.0,
   modelMatrix : instance.modelMatrix
}));

createWorldImagery(options)IonImageryProvider

Creates an IonImageryProvider instance for ion's default global base imagery layer, currently Bing Maps.
Name Type Description
options Object optional Object with the following properties:
Name Type Default Description
style IonWorldImageryStyle IonWorldImageryStyle optional The style of base imagery, only AERIAL, AERIAL_WITH_LABELS, and ROAD are currently supported.
Returns:
Examples:
// Create Cesium World Terrain with default settings
var viewer = new Cesium.Viewer('cesiumContainer', {
    imageryProvider : Cesium.createWorldImagery();
});
// Create Cesium World Terrain with water and normals.
var viewer = new Cesium.Viewer('cesiumContainer', {
    imageryProvider : Cesium.createWorldImagery({
        style: Cesium.IonWorldImageryStyle.AERIAL_WITH_LABELS
    })
});
See:

createWorldTerrain(options)CesiumTerrainProvider

Creates a CesiumTerrainProvider instance for the Cesium World Terrain.
Name Type Description
options Object optional Object with the following properties:
Name Type Default Description
requestVertexNormals Boolean false optional Flag that indicates if the client should request additional lighting information from the server if available.
requestWaterMask Boolean false optional Flag that indicates if the client should request per tile water masks from the server if available.
Returns:
Examples:
// Create Cesium World Terrain with default settings
var viewer = new Cesium.Viewer('cesiumContainer', {
    terrainProvider : Cesium.createWorldTerrain();
});
// Create Cesium World Terrain with water and normals.
var viewer = new Cesium.Viewer('cesiumContainer', {
    terrainProvider : Cesium.createWorldTerrain({
        requestWaterMask : true,
        requestVertexNormals : true
    });
});
See:

defaultValue(a, b)*

Returns the first parameter if not undefined, otherwise the second parameter. Useful for setting a default value for a parameter.
Name Type Description
a *
b *
Returns:
Returns the first parameter if not undefined, otherwise the second parameter.
Example:
param = Cesium.defaultValue(param, 'default');

defined(value)Boolean

Name Type Description
value * The object.
Returns:
Returns true if the object is defined, returns false otherwise.
Example:
if (Cesium.defined(positions)) {
     doSomething();
} else {
     doSomethingElse();
}

destroyObject(object, message)

Destroys an object. Each of the object's functions, including functions in its prototype, is replaced with a function that throws a DeveloperError, except for the object's isDestroyed function, which is set to a function that returns true. The object's properties are removed with delete.

This function is used by objects that hold native resources, e.g., WebGL resources, which need to be explicitly released. Client code calls an object's destroy function, which then releases the native resource and calls destroyObject to put itself in a destroyed state.
Name Type Description
object Object The object to destroy.
message String optional The message to include in the exception that is thrown if a destroyed object's function is called.
Example:
// How a texture would destroy itself.
this.destroy = function () {
    _gl.deleteTexture(_texture);
    return Cesium.destroyObject(this);
};
See:
Exports an EntityCollection as a KML document. Only Point, Billboard, Model, Path, Polygon, Polyline geometries will be exported. Note that there is not a 1 to 1 mapping of Entity properties to KML Feature properties. For example, entity properties that are time dynamic but cannot be dynamic in KML are exported with their values at options.time or the beginning of the EntityCollection's time interval if not specified. For time-dynamic properties that are supported in KML, we use the samples if it is a SampledProperty otherwise we sample the value using the options.sampleDuration. Point, Billboard, Model and Path geometries with time-dynamic positions will be exported as gx:Track Features. Not all Materials are representable in KML, so for more advanced Materials just the primary color is used. Canvas objects are exported as PNG images.
Name Type Description
options Object An object with the following properties:
Name Type Default Description
entities EntityCollection The EntityCollection to export as KML.
ellipsoid Ellipsoid Ellipsoid.WGS84 optional The ellipsoid for the output file.
modelCallback exportKmlModelCallback optional A callback that will be called with a ModelGraphics instance and should return the URI to use in the KML. Required if a model exists in the entity collection.
time JulianDate entities.computeAvailability().start optional The time value to use to get properties that are not time varying in KML.
defaultAvailability TimeInterval entities.computeAvailability() optional The interval that will be sampled if an entity doesn't have an availability.
sampleDuration Number 60 optional The number of seconds to sample properties that are varying in KML.
kmz Boolean false optional If true KML and external files will be compressed into a kmz file.
Returns:
A promise that resolved to an object containing the KML string and a dictionary of external file blobs, or a kmz file as a blob if options.kmz is true.
Example:
Cesium.exportKml({
     entities: entityCollection
 })
  .then(function(result) {
    // The XML string is in result.kml

    var externalFiles = result.externalFiles
    for(var file in externalFiles) {
      // file is the name of the file used in the KML document as the href
      // externalFiles[file] is a blob with the contents of the file
    }
  });
Demo:

formatError(object)String

Formats an error object into a String. If available, uses name, message, and stack properties, otherwise, falls back on toString().
Name Type Description
object * The item to find in the array.
Returns:
A string containing the formatted error.

getAbsoluteUri(relative, base)String

Given a relative Uri and a base Uri, returns the absolute Uri of the relative Uri.
Name Type Description
relative String The relative Uri.
base String optional The base Uri.
Returns:
The absolute Uri of the given relative Uri.
Example:
//absolute Uri will be "https://test.com/awesome.png";
var absoluteUri = Cesium.getAbsoluteUri('awesome.png', 'https://test.com');

getBaseUri(uri, includeQuery)String

Given a URI, returns the base path of the URI.
Name Type Default Description
uri String The Uri.
includeQuery Boolean false optional Whether or not to include the query string and fragment form the uri
Returns:
The base path of the Uri.
Example:
// basePath will be "/Gallery/";
var basePath = Cesium.getBaseUri('/Gallery/simple.czml?value=true&example=false');

// basePath will be "/Gallery/?value=true&example=false";
var basePath = Cesium.getBaseUri('/Gallery/simple.czml?value=true&example=false', true);

getExtensionFromUri(uri)String

Given a URI, returns the extension of the URI.
Name Type Description
uri String The Uri.
Returns:
The extension of the Uri.
Example:
//extension will be "czml";
var extension = Cesium.getExtensionFromUri('/Gallery/simple.czml?value=true&example=false');

getFilenameFromUri(uri)String

Given a URI, returns the last segment of the URI, removing any path or query information.
Name Type Description
uri String The Uri.
Returns:
The last segment of the Uri.
Example:
//fileName will be"simple.czml";
var fileName = Cesium.getFilenameFromUri('/Gallery/simple.czml?value=true&example=false');

getImagePixels(image, width, height)ImageData

Extract a pixel array from a loaded image. Draws the image into a canvas so it can read the pixels back.
Name Type Description
image HTMLImageElement The image to extract pixels from.
width Number The width of the image. If not defined, then image.width is assigned.
height Number The height of the image. If not defined, then image.height is assigned.
Returns:
The pixels of the image.

getTimestamp()Number

Gets a timestamp that can be used in measuring the time between events. Timestamps are expressed in milliseconds, but it is not specified what the milliseconds are measured from. This function uses performance.now() if it is available, or Date.now() otherwise.
Returns:
The timestamp in milliseconds since some unspecified reference time.

isLeapYear(year)Boolean

Determines if a given date is a leap year.
Name Type Description
year Number The year to be tested.
Returns:
True if year is a leap year.
Example:
var leapYear = Cesium.isLeapYear(2000); // true

mergeSort(array, comparator, userDefinedObject)

A stable merge sort.
Name Type Description
array Array The array to sort.
comparator mergeSortComparator The function to use to compare elements in the array.
userDefinedObject * optional Any item to pass as the third parameter to comparator.
Example:
// Assume array contains BoundingSpheres in world coordinates.
// Sort them in ascending order of distance from the camera.
var position = camera.positionWC;
Cesium.mergeSort(array, function(a, b, position) {
    return Cesium.BoundingSphere.distanceSquaredTo(b, position) - Cesium.BoundingSphere.distanceSquaredTo(a, position);
}, position);

objectToQuery(obj)String

Converts an object representing a set of name/value pairs into a query string, with names and values encoded properly for use in a URL. Values that are arrays will produce multiple values with the same name.
Name Type Description
obj Object The object containing data to encode.
Returns:
An encoded query string.
Example:
var str = Cesium.objectToQuery({
    key1 : 'some value',
    key2 : 'a/b',
    key3 : ['x', 'y']
});
See:
  • queryToObject // str will be: // 'key1=some%20value&key2=a%2Fb&key3=x&key3=y'

pointInsideTriangle(point, p0, p1, p2)Boolean

Determines if a point is inside a triangle.
Name Type Description
point Cartesian2 | Cartesian3 The point to test.
p0 Cartesian2 | Cartesian3 The first point of the triangle.
p1 Cartesian2 | Cartesian3 The second point of the triangle.
p2 Cartesian2 | Cartesian3 The third point of the triangle.
Returns:
true if the point is inside the triangle; otherwise, false.
Example:
// Returns true
var p = new Cesium.Cartesian2(0.25, 0.25);
var b = Cesium.pointInsideTriangle(p,
  new Cesium.Cartesian2(0.0, 0.0),
  new Cesium.Cartesian2(1.0, 0.0),
  new Cesium.Cartesian2(0.0, 1.0));

queryToObject(queryString)Object

Parses a query string into an object, where the keys and values of the object are the name/value pairs from the query string, decoded. If a name appears multiple times, the value in the object will be an array of values.
Name Type Description
queryString String The query string.
Returns:
An object containing the parameters parsed from the query string.
Example:
var obj = Cesium.queryToObject('key1=some%20value&key2=a%2Fb&key3=x&key3=y');
// obj will be:
// {
//   key1 : 'some value',
//   key2 : 'a/b',
//   key3 : ['x', 'y']
// }
See:

requestAnimationFrame(callback)Number

A browser-independent function to request a new animation frame. This is used to create an application's draw loop as shown in the example below.
Name Type Description
callback requestAnimationFrameCallback The function to call when the next frame should be drawn.
Returns:
An ID that can be passed to cancelAnimationFrame to cancel the request.
Example:
// Create a draw loop using requestAnimationFrame. The
// tick callback function is called for every animation frame.
function tick() {
  scene.render();
  Cesium.requestAnimationFrame(tick);
}
tick();
See:

sampleTerrain(terrainProvider, level, positions)Promise.<Array.<Cartographic>>

Initiates a terrain height query for an array of Cartographic positions by requesting tiles from a terrain provider, sampling, and interpolating. The interpolation matches the triangles used to render the terrain at the specified level. The query happens asynchronously, so this function returns a promise that is resolved when the query completes. Each point height is modified in place. If a height can not be determined because no terrain data is available for the specified level at that location, or another error occurs, the height is set to undefined. As is typical of the Cartographic type, the supplied height is a height above the reference ellipsoid (such as Ellipsoid.WGS84) rather than an altitude above mean sea level. In other words, it will not necessarily be 0.0 if sampled in the ocean. This function needs the terrain level of detail as input, if you need to get the altitude of the terrain as precisely as possible (i.e. with maximum level of detail) use sampleTerrainMostDetailed.
Name Type Description
terrainProvider TerrainProvider The terrain provider from which to query heights.
level Number The terrain level-of-detail from which to query terrain heights.
positions Array.<Cartographic> The positions to update with terrain heights.
Returns:
A promise that resolves to the provided list of positions when terrain the query has completed.
Example:
// Query the terrain height of two Cartographic positions
var terrainProvider = Cesium.createWorldTerrain();
var positions = [
    Cesium.Cartographic.fromDegrees(86.925145, 27.988257),
    Cesium.Cartographic.fromDegrees(87.0, 28.0)
];
var promise = Cesium.sampleTerrain(terrainProvider, 11, positions);
Cesium.when(promise, function(updatedPositions) {
    // positions[0].height and positions[1].height have been updated.
    // updatedPositions is just a reference to positions.
});
See:

sampleTerrainMostDetailed(terrainProvider, positions)Promise.<Array.<Cartographic>>

Initiates a sampleTerrain() request at the maximum available tile level for a terrain dataset.
Name Type Description
terrainProvider TerrainProvider The terrain provider from which to query heights.
positions Array.<Cartographic> The positions to update with terrain heights.
Returns:
A promise that resolves to the provided list of positions when terrain the query has completed. This promise will reject if the terrain provider's `availability` property is undefined.
Example:
// Query the terrain height of two Cartographic positions
var terrainProvider = Cesium.createWorldTerrain();
var positions = [
    Cesium.Cartographic.fromDegrees(86.925145, 27.988257),
    Cesium.Cartographic.fromDegrees(87.0, 28.0)
];
var promise = Cesium.sampleTerrainMostDetailed(terrainProvider, positions);
Cesium.when(promise, function(updatedPositions) {
    // positions[0].height and positions[1].height have been updated.
    // updatedPositions is just a reference to positions.
});

subdivideArray(array, numberOfArrays)

Subdivides an array into a number of smaller, equal sized arrays.
Name Type Description
array Array The array to divide.
numberOfArrays Number The number of arrays to divide the provided array into.
Throws:

viewerCesium3DTilesInspectorMixin(viewer)

A mixin which adds the Cesium3DTilesInspector widget to the Viewer widget. Rather than being called directly, this function is normally passed as a parameter to Viewer#extend, as shown in the example below.
Name Type Description
viewer Viewer The viewer instance.
Example:
var viewer = new Cesium.Viewer('cesiumContainer');
viewer.extend(Cesium.viewerCesium3DTilesInspectorMixin);

viewerCesiumInspectorMixin(viewer)

A mixin which adds the CesiumInspector widget to the Viewer widget. Rather than being called directly, this function is normally passed as a parameter to Viewer#extend, as shown in the example below.
Name Type Description
viewer Viewer The viewer instance.
Throws:
Example:
var viewer = new Cesium.Viewer('cesiumContainer');
viewer.extend(Cesium.viewerCesiumInspectorMixin);
Demo:

viewerDragDropMixin(viewer, options)

A mixin which adds default drag and drop support for CZML files to the Viewer widget. Rather than being called directly, this function is normally passed as a parameter to Viewer#extend, as shown in the example below.
Name Type Description
viewer Viewer The viewer instance.
options Object optional Object with the following properties:
Name Type Default Description
dropTarget Element | String viewer.container optional The DOM element which will serve as the drop target.
clearOnDrop Boolean true optional When true, dropping files will clear all existing data sources first, when false, new data sources will be loaded after the existing ones.
flyToOnDrop Boolean true optional When true, dropping files will fly to the data source once it is loaded.
clampToGround Boolean true optional When true, datasources are clamped to the ground.
proxy Proxy optional The proxy to be used for KML network links.
Throws:
Example:
// Add basic drag and drop support and pop up an alert window on error.
var viewer = new Cesium.Viewer('cesiumContainer');
viewer.extend(Cesium.viewerDragDropMixin);
viewer.dropError.addEventListener(function(viewerArg, source, error) {
    window.alert('Error processing ' + source + ':' + error);
});

viewerPerformanceWatchdogMixin(viewer, options)

A mixin which adds the PerformanceWatchdog widget to the Viewer widget. Rather than being called directly, this function is normally passed as a parameter to Viewer#extend, as shown in the example below.
Name Type Description
viewer Viewer The viewer instance.
options Object optional An object with properties.
Name Type Default Description
lowFrameRateMessage String 'This application appears to be performing poorly on your system. Please try using a different web browser or updating your video drivers.' optional The message to display when a low frame rate is detected. The message is interpeted as HTML, so make sure it comes from a trusted source so that your application is not vulnerable to cross-site scripting attacks.
Throws:
Example:
var viewer = new Cesium.Viewer('cesiumContainer');
viewer.extend(Cesium.viewerPerformanceWatchdogMixin, {
    lowFrameRateMessage : 'Why is this going so <em>slowly</em>?'
});

writeTextToCanvas(text, options)HTMLCanvasElement|undefined

Writes the given text into a new canvas. The canvas will be sized to fit the text. If text is blank, returns undefined.
Name Type Description
text String The text to write.
options Object optional Object with the following properties:
Name Type Default Description
font String '10px sans-serif' optional The CSS font to use.
textBaseline String 'bottom' optional The baseline of the text.
fill Boolean true optional Whether to fill the text.
stroke Boolean false optional Whether to stroke the text.
fillColor Color Color.WHITE optional The fill color.
strokeColor Color Color.BLACK optional The stroke color.
strokeWidth Number 1 optional The stroke width.
backgroundColor Color Color.TRANSPARENT optional The background color of the canvas.
padding Number 0 optional The pixel size of the padding to add around the text.
Returns:
A new canvas with the given text drawn into it. The dimensions object from measureText will also be added to the returned canvas. If text is blank, returns undefined.

Type Definitions

binarySearchComparator(a, b)Number

A function used to compare two items while performing a binary search.
Name Type Description
a * An item in the array.
b * The item being searched for.
Returns:
Returns a negative value if a is less than b, a positive value if a is greater than b, or 0 if a is equal to b.
Example:
function compareNumbers(a, b) {
    return a - b;
}

createElevationBandMaterialBand

Properties:
Name Type Attributes Default Description
entries Array.<createElevationBandMaterialEntry> A list of elevation entries. They will automatically be sorted from lowest to highest. If there is only one entry and extendsDownards and extendUpwards are both false, they will both be set to true.
extendDownwards Boolean <optional>
false If true, the band's minimum elevation color will extend infinitely downwards.
extendUpwards Boolean <optional>
false If true, the band's maximum elevation color will extend infinitely upwards.

createElevationBandMaterialEntry

Properties:
Name Type Description
height Number The height.
color Color The color at this height.

exportKmlModelCallback(model, time, externalFiles)String

Since KML does not support glTF models, this callback is required to specify what URL to use for the model in the KML document. It can also be used to add additional files to the externalFiles object, which is the list of files embedded in the exported KMZ, or otherwise returned with the KML string when exporting.
Name Type Description
model ModelGraphics The ModelGraphics instance for an Entity.
time JulianDate The time that any properties should use to get the value.
externalFiles Object An object that maps a filename to a Blob or a Promise that resolves to a Blob.
Returns:
The URL to use for the href in the KML document.

exportKmlResultKml

Properties:
Name Type Description
kml String The generated KML.
externalFiles Object.<string, Blob> An object dictionary of external files

exportKmlResultKmz

Properties:
Name Type Description
kmz Blob The generated kmz file.

mergeSortComparator(a, b, userDefinedObject)Number

A function used to compare two items while performing a merge sort.
Name Type Description
a * An item in the array.
b * An item in the array.
userDefinedObject * optional An object that was passed to mergeSort.
Returns:
Returns a negative value if a is less than b, a positive value if a is greater than b, or 0 if a is equal to b.
Example:
function compareNumbers(a, b, userDefinedObject) {
    return a - b;
}

requestAnimationFrameCallback(timestamp)

A function that will be called when the next frame should be drawn.
Name Type Description
timestamp Number A timestamp for the frame, in milliseconds.