Material

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

A Material defines surface appearance through a combination of diffuse, specular, normal, emission, and alpha components. These values are specified using a JSON schema called Fabric which gets parsed and assembled into glsl shader code behind-the-scenes. Check out the wiki page for more details on Fabric.

Base material types and their uniforms:

// Create a color material with fromType:
polygon.material = Material.fromType('Color');
polygon.material.uniforms.color = new Color(1.0, 1.0, 0.0, 1.0);

// Create the default material:
polygon.material = new Material();

// Create a color material with full Fabric notation:
polygon.material = new Material({
fabric: {
type: 'Color',
uniforms: {
color: new Color(1.0, 1.0, 0.0, 1.0)
}
}
});

See also

Constructors

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constructor(options: Material.ConstructorOptions? = definedExternally)

Types

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object Companion
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Properties

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Maps sub-material names to Material objects.

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The glsl shader source for this material.

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When true or a function that returns true, the geometry is expected to appear translucent.

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The material type. Can be an existing type or a new type. If no type is specified in fabric, type is a GUID.

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Maps uniform names to their values.

Functions

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fun destroy()

Destroys the WebGL resources held by this object. Destroying an object allows for deterministic release of WebGL resources, instead of relying on the garbage collector to destroy this object.

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Returns true if this object was destroyed; otherwise, false.

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Gets whether or not this material is translucent.