| 名称 Name | 类型 Type | 说明 Description | ||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
options |
object |
可选 optional
具有以下属性的对象: Object with the following properties:
|
示例: Example:
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.PolylineMaterialAppearance.VERTEX_FORMAT
})
}),
appearance : new Cesium.PolylineMaterialAppearance({
material : Cesium.Material.fromType('Color')
})
});
另见: See:
成员 Members
static constant Cesium.PolylineMaterialAppearance.VERTEX_FORMAT : VertexFormat
The
VertexFormat 这一切 that all PolylineMaterialAppearance 实例兼容。这需要 instances are compatible with. This requires position and st attributes.
When
true,几何形状预计将是封闭的,因此 , the geometry is expected to be closed so
PolylineMaterialAppearance#renderState 已启用背面剔除。这总是 has backface culling enabled. This is always false for PolylineMaterialAppearance.
-
默认值: Default Value:
false
片段着色器的 GLSL 源代码。 The GLSL source code for the fragment shader.
用于确定片段颜色的材质。与其他不同 The material used to determine the fragment color. Unlike other
PolylineMaterialAppearance
属性,这不是只读的,因此外观的材质可以动态更改。 properties, this is not read-only, so an appearance's material can change on the fly.
-
默认值: Default Value:
Material.ColorType
另见: See:
渲染几何体时使用的 WebGL 固定功能状态。 The WebGL fixed-function state to use when rendering the geometry.
构建时可以显式定义渲染状态 The render state can be explicitly defined when constructing a PolylineMaterialAppearance
实例,或者通过隐式设置 instance, or it is set implicitly via PolylineMaterialAppearance#translucent
and PolylineMaterialAppearance#closed.
When
true,几何体预计会呈现半透明,因此 , the geometry is expected to appear translucent so
PolylineMaterialAppearance#renderState 启用了 alpha 混合。 has alpha blending enabled.
-
默认值: Default Value:
true
readonly vertexFormat : VertexFormat
The
VertexFormat 该外观实例与之兼容。几何体可以具有更多的顶点属性并且仍然兼容(但会带来潜在的性能成本),但不能有更少的属性。 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.
-
默认值: Default Value:
PolylineMaterialAppearance.VERTEX_FORMAT
顶点着色器的 GLSL 源代码。 The GLSL source code for the vertex shader.
方法 Methods
按程序创建完整的 GLSL 片段着色器源。对于 Procedurally creates the full GLSL fragment shader source. For
PolylineMaterialAppearance,这是从 , this is derived from PolylineMaterialAppearance#fragmentShaderSource and PolylineMaterialAppearance#material.
返回: Returns:
完整的 GLSL 片段着色器源代码。 The full GLSL fragment shader source.
创建渲染状态。这不是最终的渲染状态实例;相反,它可以包含与上下文中创建的渲染状态相同的渲染状态属性的子集。 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: Returns:
渲染状态。 The render state.
确定几何体是否是半透明的 Determines if the geometry is translucent based on
PolylineMaterialAppearance#translucent and Material#isTranslucent.
返回: Returns:
true 如果外观是半透明的。 if the appearance is translucent.
