EllipsoidSurfaceAppearance

An appearance for geometry on the surface of the ellipsoid like PolygonGeometry and RectangleGeometry, which supports all materials like MaterialAppearance with {@link MaterialAppearance.MaterialSupport.ALL}. However, this appearance requires fewer vertex attributes since the fragment shader can procedurally compute normal, tangent, and bitangent.

const primitive = new Primitive({
geometryInstances : new GeometryInstance({
geometry : new PolygonGeometry({
vertexFormat : EllipsoidSurfaceAppearance.VERTEX_FORMAT,
// ...
})
}),
appearance : new EllipsoidSurfaceAppearance({
material : Material.fromType('Stripe')
})
});

See also

Constructors

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constructor(options: EllipsoidSurfaceAppearance.ConstructorOptions? = definedExternally)

Types

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object Companion
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sealed interface ConstructorOptions

Properties

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When true, the geometry is expected to be on the ellipsoid's surface - not at a constant height above it - so EllipsoidSurfaceAppearance.renderState has backface culling enabled.

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When true, the geometry is expected to be closed so EllipsoidSurfaceAppearance.renderState has backface culling enabled. If the viewer enters the geometry, it will not be visible.

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When true, the fragment shader flips the surface normal as needed to ensure that the normal faces the viewer to avoid dark spots. This is useful when both sides of a geometry should be shaded like WallGeometry.

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When true, flat shading is used in the fragment shader, which means lighting is not taking into account.

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The GLSL source code for the fragment shader. The full fragment shader source is built procedurally taking into account EllipsoidSurfaceAppearance.material, EllipsoidSurfaceAppearance.flat, and EllipsoidSurfaceAppearance.faceForward. Use EllipsoidSurfaceAppearance.getFragmentShaderSource to get the full source.

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The material used to determine the fragment color. Unlike other EllipsoidSurfaceAppearance 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 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.

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The GLSL source code for the vertex shader.

Functions

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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 EllipsoidSurfaceAppearance.translucent and Material.isTranslucent.