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.
| Name | Type | Description | ||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| options | Object | optional
                
                
                
            
                Object with the following properties: 
 | 
Members
    When 
true, the geometry is expected to be closed.
- 
    
    
    
    
    
    
    
    
    Default Value:
    
false
    
    
    
    
    
    
    
    The GLSL source code for the fragment shader.  The full fragment shader
source is built procedurally taking into account the 
Appearance#material.
Use Appearance#getFragmentShaderSource to get the full source.
material : Material
    The material used to determine the fragment color.  Unlike other 
Appearance
properties, this is not read-only, so an appearance's material can change on the fly.
See:
    The WebGL fixed-function state to use when rendering the geometry.
    When 
true, the geometry is expected to appear translucent.
- 
    
    
    
    
    
    
    
    
    Default Value:
    
true
    
    
    
    
    
    
    
    The GLSL source code for the vertex shader.
Methods
    Procedurally creates the full GLSL fragment shader source for this appearance
taking into account 
Appearance#fragmentShaderSource and Appearance#material.
Returns:
    The full GLSL fragment shader source.
    
    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.
Returns:
    The render state.
    
    Determines if the geometry is translucent based on 
Appearance#translucent and Material#isTranslucent.
Returns:
true if the appearance is translucent.
