The {@link Appearance} used to shade this primitive. Each geometry instance is shaded with the same appearance. Some appearances, like {@link PerInstanceColorAppearance} allow giving each instance unique properties.
Determines if the geometry instances will be created and batched on a web worker.
When true
, geometry vertices are compressed, which will save memory.
When true
, the renderer frustum culls and horizon culls the primitive's commands
based on their bounding volume. Set this to false
for a small performance gain
if you are manually culling the primitive.
This property is for debugging only; it is not for production use nor is it optimized.
Draws the bounding sphere for each draw command in the primitive.
The {@link Appearance} used to shade this primitive when it fails the depth test. Each geometry instance is shaded with the same appearance. Some appearances, like {@link PerInstanceColorAppearance} allow giving each instance unique properties.
When using an appearance that requires a color attribute, like PerInstanceColorAppearance, add a depthFailColor per-instance attribute instead.
Requires the EXT_frag_depth WebGL extension to render properly. If the extension is not supported, there may be artifacts.
The geometry instances rendered with this primitive. This may
be undefined
if options.releaseGeometryInstances
is true
when the primitive is constructed.
Changing this property after the primitive is rendered has no effect.
Determines if geometry vertex attributes are interleaved, which can slightly improve rendering performance.
The 4x4 transformation matrix that transforms the primitive (all geometry instances) from model to world coordinates. When this is the identity matrix, the primitive is drawn in world coordinates, i.e., Earth's WGS84 coordinates. Local reference frames can be used by providing a different transformation matrix, like that returned by {@link Transforms.eastNorthUpToFixedFrame}.
This property is only supported in 3D mode.
Determines if the primitive is complete and ready to render. If this property is true, the primitive will be rendered the next time that {@link Primitive#update} is called.
Gets a promise that resolves when the primitive is ready to render.
When true
, the primitive does not keep a reference to the input geometryInstances
to save memory.
Determines whether this primitive casts or receives shadows from light sources.
Determines if the primitive will be shown. This affects all geometry instances in the primitive.
When true
, geometry vertices are optimized for the pre and post-vertex-shader caches.
Returns the modifiable per-instance attributes for a {@link GeometryInstance}.
The id of the {@link GeometryInstance}.
The typed array in the attribute's format or undefined if the is no instance with id.
Returns true if this object was destroyed; otherwise, false.
If this object was destroyed, it should not be used; calling any function other than
isDestroyed
will result in a {@link DeveloperError} exception.
true
if this object was destroyed; otherwise, false
.
Generated using TypeDoc
When
true
, each geometry instance will only be pickable with {@link Scene#pick}. Whenfalse
, GPU memory is saved. *