An appearance for
PolylineGeometry
that supports shading with materials.
Name | Type | Description | ||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
options |
Object |
optional
Object with the following properties:
|
Example:
const primitive = new Cesium.Primitive({
geometryInstances : new Cesium.GeometryInstance({
geometry : new Cesium.PolylineGeometry({
positions : Cesium.Cartesian3.fromDegreesArray([
0.0, 0.0,
5.0, 0.0
]),
width : 10.0,
vertexFormat : Cesium.PolylineMaterialAppearance.VERTEX_FORMAT
})
}),
appearance : new Cesium.PolylineMaterialAppearance({
material : Cesium.Material.fromType('Color')
})
});
See:
Members
static constant Cesium.PolylineMaterialAppearance.VERTEX_FORMAT : VertexFormat
The
VertexFormat
that all PolylineMaterialAppearance
instances
are compatible with. This requires position
and st
attributes.
When
true
, the geometry is expected to be closed so
PolylineMaterialAppearance#renderState
has backface culling enabled.
This is always false
for PolylineMaterialAppearance
.
-
Default Value:
false
The GLSL source code for the fragment shader.
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.
-
Default Value:
Material.ColorType
See:
The WebGL fixed-function state to use when rendering the geometry.
The render state can be explicitly defined when constructing a PolylineMaterialAppearance
instance, or it is set implicitly via PolylineMaterialAppearance#translucent
and PolylineMaterialAppearance#closed
.
When
true
, the geometry is expected to appear translucent so
PolylineMaterialAppearance#renderState
has alpha blending enabled.
-
Default Value:
true
readonly vertexFormat : VertexFormat
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.
-
Default Value:
PolylineMaterialAppearance.VERTEX_FORMAT
The GLSL source code for the vertex shader.
Methods
Procedurally creates the full GLSL fragment shader source. For
PolylineMaterialAppearance
,
this is derived from PolylineMaterialAppearance#fragmentShaderSource
and PolylineMaterialAppearance#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
PolylineMaterialAppearance#translucent
and Material#isTranslucent
.
Returns:
true
if the appearance is translucent.