An appearance defines the full GLSL vertex and fragment shaders and the render state used to draw a
Primitive. All appearances implement this base
Object with the following properties:
true, the geometry is expected to be closed.
The GLSL source code for the fragment shader. The full fragment shader source is built procedurally taking into account the
Appearance#getFragmentShaderSourceto get the full source.
material : Material
The material used to determine the fragment color. Unlike other
Appearanceproperties, this is not read-only, so an appearance's material can change on the fly.
The WebGL fixed-function state to use when rendering the geometry.
true, the geometry is expected to appear translucent.
The GLSL source code for the vertex shader.
Procedurally creates the full GLSL fragment shader source for this appearance taking into account
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.
The render state.
Determines if the geometry is translucent based on
trueif the appearance is translucent.