new DebugAppearance(options)
Visualizes a vertex attribute by displaying it as a color for debugging.
Components for well-known unit-length vectors, i.e., normal
,
binormal
, and tangent
, are scaled and biased
from [-1.0, 1.0] to (-1.0, 1.0).
Parameters:
Name | Type | Description | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
options |
Object | Object with the following properties:
Properties
|
- Source:
Throws:
-
options.glslDatatype must be float, vec2, vec3, or vec4.
- Type
- DeveloperError
Example
var primitive = new Cesium.Primitive({
geometryInstances : // ...
appearance : new Cesium.DebugAppearance({
attributeName : 'normal'
})
});
Members
(readonly) attributeName :String
The name of the attribute being visualized.
Type:
- String
- Source:
(readonly) closed :Boolean
When
true
, the geometry is expected to be closed.
Type:
- Boolean
- Default Value:
- false
- Source:
(readonly) fragmentShaderSource :String
The GLSL source code for the fragment shader. The full fragment shader
source is built procedurally taking into account the
DebugAppearance#material
.
Use DebugAppearance#getFragmentShaderSource
to get the full source.
Type:
- String
- Source:
(readonly) glslDatatype :String
The GLSL datatype of the attribute being visualized.
Type:
- String
- Source:
material :Material
This property is part of the
Appearance
interface, but is not
used by DebugAppearance
since a fully custom fragment shader is used.
Type:
- Default Value:
- undefined
- Source:
(readonly) renderState :Object
The WebGL fixed-function state to use when rendering the geometry.
Type:
- Object
- Source:
translucent :Boolean
When
true
, the geometry is expected to appear translucent.
Type:
- Boolean
- Default Value:
- false
- Source:
(readonly) vertexShaderSource :String
The GLSL source code for the vertex shader.
Type:
- String
- Source:
Methods
getFragmentShaderSource() → {String}
Returns the full GLSL fragment shader source, which for
DebugAppearance
is just
DebugAppearance#fragmentShaderSource
.
- Source:
Returns:
The full GLSL fragment shader source.
- Type
- String
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.
- Source:
Returns:
The render state.
- Type
- Object
isTranslucent() → {Boolean}
Determines if the geometry is translucent based on
DebugAppearance#translucent
.
- Source:
Returns:
true
if the appearance is translucent.
- Type
- Boolean