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