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.
