MaterialAppearance

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

An appearance for arbitrary geometry (as opposed to EllipsoidSurfaceAppearance, for example) that supports shading with materials.

const primitive = new Primitive({
geometryInstances : new GeometryInstance({
geometry : new WallGeometry({
materialSupport : MaterialAppearance.MaterialSupport.BASIC.vertexFormat,
// ...
})
}),
appearance : new MaterialAppearance({
material : Material.fromType('Color'),
faceForward : true
})

});

See also

Constructors

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constructor(options: MaterialAppearance.ConstructorOptions? = definedExternally)

Types

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Determines the type of Material that is supported by a MaterialAppearance instance. This is a trade-off between flexibility (a wide array of materials) and memory/performance (required vertex format and GLSL shader complexity.

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Properties

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When true, the geometry is expected to be closed so MaterialAppearance.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 MaterialAppearance.material, MaterialAppearance.flat, and MaterialAppearance.faceForward. Use MaterialAppearance.getFragmentShaderSource to get the full source.

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The material used to determine the fragment color. Unlike other MaterialAppearance properties, this is not read-only, so an appearance's material can change on the fly.

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The type of materials supported by this instance. This impacts the required VertexFormat and the complexity of the vertex and fragment shaders.

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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 MaterialAppearance.translucent and Material.isTranslucent.