Visualizes a vertex attribute by displaying it as a color for debugging.
Components for well-known unit-length vectors, i.e., normal
,
tangent
, and bitangent
, are scaled and biased
from [-1.0, 1.0] to (-1.0, 1.0).
参数名称 | 类型 | 描述信息 | ||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
options |
object |
Object with the following properties:
|
Throws:
-
DeveloperError : options.glslDatatype must be float, vec2, vec3, or vec4.
使用示例:
const primitive = new Cesium.Primitive({
geometryInstances : // ...
appearance : new Cesium.DebugAppearance({
attributeName : 'normal'
})
});
成员(属性)
The name of the attribute being visualized.
When
true
, the geometry is expected to be closed.
-
默认值:
false
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.
The GLSL datatype of the attribute being visualized.
This property is part of the
Appearance
interface, but is not
used by DebugAppearance
since a fully custom fragment shader is used.
-
默认值:
undefined
The WebGL fixed-function state to use when rendering the geometry.
When
true
, the geometry is expected to appear translucent.
-
默认值:
false
The GLSL source code for the vertex shader.
方法
Returns the full GLSL fragment shader source, which for
DebugAppearance
is just
DebugAppearance#fragmentShaderSource
.
返回值:
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.
返回值:
The render state.
Determines if the geometry is translucent based on
DebugAppearance#translucent
.
返回值:
true
if the appearance is translucent.