Appearance

new Cesium.Appearance(options)

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:
Name Type Default Description
translucent Boolean true optional When true, the geometry is expected to appear translucent so Appearance#renderState has alpha blending enabled.
closed Boolean false optional When true, the geometry is expected to be closed so Appearance#renderState has backface culling enabled.
material Material Material.ColorType optional The material used to determine the fragment color.
vertexShaderSource String optional Optional GLSL vertex shader source to override the default vertex shader.
fragmentShaderSource String optional Optional GLSL fragment shader source to override the default fragment shader.
renderState RenderState optional Optional render state to override the default render state.
Demo:
See:

Members

readonlyclosed : Boolean

When true, the geometry is expected to be closed.
Default Value: false

readonlyfragmentShaderSource : String

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:

readonlyrenderState : Object

The WebGL fixed-function state to use when rendering the geometry.

translucent : Boolean

When true, the geometry is expected to appear translucent.
Default Value: true

readonlyvertexShaderSource : String

The GLSL source code for the vertex shader.

Methods

getFragmentShaderSource()String

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.

getRenderState()Object

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.

isTranslucent()Boolean

Determines if the geometry is translucent based on Appearance#translucent and Material#isTranslucent.
Returns:
true if the appearance is translucent.