Class: DebugAppearance

DebugAppearance

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
Name Type Attributes Default Description
attributeName String The name of the attribute to visualize.
perInstanceAttribute Boolean Boolean that determines whether this attribute is a per-instance geometry attribute.
glslDatatype String <optional>
'vec3' The GLSL datatype of the attribute. Supported datatypes are float, vec2, vec3, and vec4.
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.
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