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).
Name | Type | Description | ||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
options |
Object |
Object with the following properties:
|
Throws:
-
DeveloperError : options.glslDatatype must be float, vec2, vec3, or vec4.
Example:
var primitive = new Cesium.Primitive({
geometryInstances : // ...
appearance : new Cesium.DebugAppearance({
attributeName : 'normal'
})
});
Members
-
The name of the attribute being visualized.
-
When
true
, the geometry is expected to be closed.-
Default Value:
false
-
The GLSL source code for the fragment shader. The full fragment shader source is built procedurally taking into account the
DebugAppearance#material
. UseDebugAppearance#getFragmentShaderSource
to get the full source. -
The GLSL datatype of the attribute being visualized.
-
material : Material
-
This property is part of the
Appearance
interface, but is not used byDebugAppearance
since a fully custom fragment shader is used.-
Default Value:
undefined
-
The WebGL fixed-function state to use when rendering the geometry.
-
When
true
, the geometry is expected to appear translucent.-
Default Value:
false
-
The GLSL source code for the vertex shader.
Methods
-
Returns the full GLSL fragment shader source, which for
DebugAppearance
is justDebugAppearance#fragmentShaderSource
.Returns:
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.
Returns:
The render state. -
Determines if the geometry is translucent based on
DebugAppearance#translucent
.Returns:
true
if the appearance is translucent.