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.
alias Appearance
The options object takes the following properties
{Boolean} [options.translucent=true] When true, the geometry is expected to appear translucent so Appearance#renderState has alpha blending enabled.
{Boolean} [options.closed=false] When true, the geometry is expected to be closed so Appearance#renderState has backface culling enabled.
{Material} [options.material=Material.ColorType] The material used to determine the fragment color.
{String} [options.vertexShaderSource] Optional GLSL vertex shader source to override the default vertex shader.
{String} [options.fragmentShaderSource] Optional GLSL fragment shader source to override the default fragment shader.
{RenderState} [options.renderState] Optional render state to override the default render state.
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.alias Appearance
true
, the geometry is expected to appear translucent so Appearance#renderState has alpha blending enabled.true
, the geometry is expected to be closed so Appearance#renderState has backface culling enabled.PolylineMaterialAppearance demo and Appearances Demo
PolylineColorAppearance
DebugAppearance
PerInstanceColorAppearance
EllipsoidSurfaceAppearance
MaterialAppearance