椭圆表面的几何外观, 如
PolygonGeometry
和 RectangleGeometry ,支持所有材料如 MaterialAppearance
with MaterialAppearance.MaterialSupport.ALL. However, this appearance requires
由于碎片遮蔽器可在程序上计算出 NT 0 正态 NT 1 ,顶点属性较少,
tangent, and bitangent.
| Name | Type | Description | ||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
options |
object |
optional
下列属性的对象 :
|
Example:
const primitive = new Cesium.Primitive({
geometryInstances : new Cesium.GeometryInstance({
geometry : new Cesium.PolygonGeometry({
vertexFormat : Cesium.EllipsoidSurfaceAppearance.VERTEX_FORMAT,
// ...
})
}),
appearance : new Cesium.EllipsoidSurfaceAppearance({
material : Cesium.Material.fromType('Stripe')
})
});
See:
Members
static constant Cesium.EllipsoidSurfaceAppearance.VERTEX_FORMAT : VertexFormat
当 NT 0 true NT 1 时,几何学有望在椭圆形上
surface - not at a constant height above it - so
EllipsoidSurfaceAppearance#renderState
已启用后脸 culling .
-
Default Value:
false
当 NT 0 真 NT 1 时,几何会关闭如此
EllipsoidSurfaceAppearance#renderState has backface culling enabled.
若观者入于几何不显.
-
Default Value:
false
当 NT 0 true NT 1 时,碎片遮蔽器翻转表面正常
以确保正常人面对观众以避免
暗处 当一个几何学的两侧都应该是
shaded like
WallGeometry.
-
Default Value:
true
当 NT 0 真 NT 1 时,在碎片遮蔽器中使用平面阴影,
这意味着照明没有被考虑进去.
-
Default Value:
false
The GLSL source code for the fragment shader. The full fragment shader
source is built procedurally taking into account
EllipsoidSurfaceAppearance#material,
EllipsoidSurfaceAppearance#flat, and EllipsoidSurfaceAppearance#faceForward.
使用 EllipsoidSurfaceAppearance#getFragmentShaderSource 获得完整来源.
material : Material
The material used to determine the fragment color. Unlike other
EllipsoidSurfaceAppearance
属性,这不是只读的,所以一个外观的材料可以在苍蝇上改变.
-
Default Value:
Material.ColorType
See:
The WebGL fixed-function state to use when rendering the geometry.
The render state can be explicitly defined when constructing a EllipsoidSurfaceAppearance
instance, or it is set implicitly via EllipsoidSurfaceAppearance#translucent
和 EllipsoidSurfaceAppearance#aboveGround .
当
ret 时,几何形似半透明.
-
Default Value:
true
readonly vertexFormat : VertexFormat
The
VertexFormat that this appearance instance is compatible with.
几何可以有更多的顶点属性,并且仍然是兼容的 - 在
潜在性能成本 但它不能少.
-
Default Value:
EllipsoidSurfaceAppearance.VERTEX_FORMAT
顶点遮蔽器的 GLSL 源代码.
Methods
在程序上创建完整的 NT 0 碎片遮蔽源. 为
EllipsoidSurfaceAppearance ,
this is derived from EllipsoidSurfaceAppearance#fragmentShaderSource, EllipsoidSurfaceAppearance#flat,
和 EllipsoidSurfaceAppearance#faceForward .
Returns:
The full GLSL fragment shader source.
创建渲染状态。 这不是最终的州法院;相反,
它可以包含一个子集,与渲染状态相同的渲染状态属性
在上下文中创建.
Returns:
铸造状态.
Determines if the geometry is translucent based on
EllipsoidSurfaceAppearance#translucent and Material#isTranslucent.
Returns:
如果外观为半透明,则使用#
真 .