Appearance

external class Appearance(options: Appearance.ConstructorOptions? = definedExternally)(source)

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

Constructors

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constructor(options: Appearance.ConstructorOptions? = definedExternally)

Types

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Properties

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When true, the geometry is expected to be closed.

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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.

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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.

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

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When true, the geometry is expected to appear translucent.

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The GLSL source code for the vertex shader.

Functions

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

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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.

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Determines if the geometry is translucent based on Appearance.translucent and Material.isTranslucent.