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 also
Types
Properties
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.
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.
The WebGL fixed-function state to use when rendering the geometry.
When true
, the geometry is expected to appear translucent.
The GLSL source code for the vertex shader.
Functions
Procedurally creates the full GLSL fragment shader source for this appearance taking into account Appearance.fragmentShaderSource and Appearance.material.
Creates a render state. This is not the final render state instance; instead, it can contain a subset of render state properties identical to the render state created in the context.
Determines if the geometry is translucent based on Appearance.translucent and Material.isTranslucent.