An appearance for
GeometryInstance
instances with color attributes and
PolylineGeometry
or GroundPolylineGeometry
.
This allows several geometry instances, each with a different color, to
be drawn with the same Primitive
.
参数名称 | 类型 | 描述信息 | ||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
options |
object |
可选
Object with the following properties:
|
使用示例:
// A solid white line segment
const primitive = new Cesium.Primitive({
geometryInstances : new Cesium.GeometryInstance({
geometry : new Cesium.PolylineGeometry({
positions : Cesium.Cartesian3.fromDegreesArray([
0.0, 0.0,
5.0, 0.0
]),
width : 10.0,
vertexFormat : Cesium.PolylineColorAppearance.VERTEX_FORMAT
}),
attributes : {
color : Cesium.ColorGeometryInstanceAttribute.fromColor(new Cesium.Color(1.0, 1.0, 1.0, 1.0))
}
}),
appearance : new Cesium.PolylineColorAppearance({
translucent : false
})
});
成员(属性)
static constant Cesium.PolylineColorAppearance.VERTEX_FORMAT : VertexFormat
The
VertexFormat
that all PolylineColorAppearance
instances
are compatible with. This requires only a position
attribute.
When
true
, the geometry is expected to be closed so
PolylineColorAppearance#renderState
has backface culling enabled.
This is always false
for PolylineColorAppearance
.
-
默认值:
false
The GLSL source code for the fragment shader.
This property is part of the
Appearance
interface, but is not
used by PolylineColorAppearance
since a fully custom fragment shader is used.
-
默认值:
undefined
The WebGL fixed-function state to use when rendering the geometry.
The render state can be explicitly defined when constructing a PolylineColorAppearance
instance, or it is set implicitly via PolylineColorAppearance#translucent
.
When
true
, the geometry is expected to appear translucent so
PolylineColorAppearance#renderState
has alpha blending enabled.
-
默认值:
true
readonly vertexFormat : VertexFormat
The
VertexFormat
that this appearance instance is compatible with.
A geometry can have more vertex attributes and still be compatible - at a
potential performance cost - but it can't have less.
The GLSL source code for the vertex shader.
方法
Procedurally creates the full GLSL fragment shader source.
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
PolylineColorAppearance#translucent
.
返回值:
true
if the appearance is translucent.