PolylineMaterialAppearance

An appearance for PolylineGeometry that supports shading with materials.

const primitive = new Primitive({
geometryInstances : new GeometryInstance({
geometry : new PolylineGeometry({
positions : Cartesian3.fromDegreesArray([
0.0, 0.0,
5.0, 0.0
]),
width : 10.0,
vertexFormat : PolylineMaterialAppearance.VERTEX_FORMAT
})
}),
appearance : new PolylineMaterialAppearance({
material : Material.fromType('Color')
})
});

See also

Constructors

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constructor(options: PolylineMaterialAppearance.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 closed so PolylineMaterialAppearance.renderState has backface culling enabled. This is always false for PolylineMaterialAppearance.

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The GLSL source code for the fragment shader.

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The material used to determine the fragment color. Unlike other PolylineMaterialAppearance 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 so PolylineMaterialAppearance.renderState has alpha blending enabled.

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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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Procedurally creates the full GLSL fragment shader source. For PolylineMaterialAppearance, this is derived from PolylineMaterialAppearance.fragmentShaderSource and PolylineMaterialAppearance.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 PolylineMaterialAppearance.translucent and Material.isTranslucent.