Packageaway3d.materials.passes
Classpublic class OutlinePass
InheritanceOutlinePass Inheritance MaterialPassBase Inheritance flash.events.EventDispatcher

OutlinePass is a pass that offsets a mesh and draws it in a single colour. This is a pass provided by OutlineMethod.

See also

away3d.materials.methods.OutlineMethod


Public Properties
 PropertyDefined By
 InheritedalphaPremultiplied : Boolean
Indicates whether visible textures (or other pixels) used by this material have already been premultiplied.
MaterialPassBase
 InheritedanimationRegisterCache : AnimationRegisterCache
MaterialPassBase
 InheritedanimationSet : IAnimationSet
Returns the animation data set adding animations to the material.
MaterialPassBase
 InheritedbothSides : Boolean
Defines whether or not the material should perform backface culling.
MaterialPassBase
 InheriteddepthCompareMode : String
The depth compare mode used to render the renderables using this material.
MaterialPassBase
 Inheritedmaterial : MaterialBase
The material to which this pass belongs.
MaterialPassBase
 Inheritedmipmap : Boolean
Defines whether any used textures should use mipmapping.
MaterialPassBase
 InheritedneedFragmentAnimation : Boolean
[read-only]
MaterialPassBase
 InheritedneedUVAnimation : Boolean
[read-only] Indicates whether the pass requires any UV animatin code.
MaterialPassBase
 InheritednumUsedFragmentConstants : uint
[read-only] The amount of used fragment constants in the fragment code.
MaterialPassBase
 InheritednumUsedStreams : uint
[read-only] The amount of used vertex streams in the vertex code.
MaterialPassBase
 InheritednumUsedVaryings : uint
[read-only]
MaterialPassBase
 InheritednumUsedVertexConstants : uint
[read-only] The amount of used vertex constants in the vertex code.
MaterialPassBase
  outlineColor : uint
The colour of the outline.
OutlinePass
  outlineSize : Number
The size of the outline.
OutlinePass
 InheritedrenderToTexture : Boolean
[read-only] Specifies whether this pass renders to texture
MaterialPassBase
 Inheritedrepeat : Boolean
Defines whether textures should be tiled.
MaterialPassBase
  showInnerLines : Boolean
Indicates whether or not strokes should be potentially drawn over the existing model.
OutlinePass
 Inheritedsmooth : Boolean
Defines whether smoothing should be applied to any used textures.
MaterialPassBase
 InheritedwriteDepth : Boolean
Indicate whether this pass should write to the depth buffer or not.
MaterialPassBase
Protected Properties
 PropertyDefined By
 Inherited_alphaPremultiplied : Boolean
MaterialPassBase
 Inherited_animatableAttributes : Vector.<String>
MaterialPassBase
 Inherited_animationSet : IAnimationSet
MaterialPassBase
 Inherited_animationTargetRegisters : Vector.<String>
MaterialPassBase
 Inherited_blendFactorDest : String = zero
MaterialPassBase
 Inherited_blendFactorSource : String = one
MaterialPassBase
 Inherited_defaultCulling : String = back
MaterialPassBase
 Inherited_depthCompareMode : String = lessEqual
MaterialPassBase
 Inherited_enableBlending : Boolean
MaterialPassBase
 Inherited_lightPicker : LightPickerBase
MaterialPassBase
 Inherited_material : MaterialBase
MaterialPassBase
 Inherited_mipmap : Boolean = true
MaterialPassBase
 Inherited_needFragmentAnimation : Boolean
MaterialPassBase
 Inherited_needUVAnimation : Boolean
MaterialPassBase
 Inherited_numUsedFragmentConstants : uint
MaterialPassBase
 Inherited_numUsedStreams : uint
MaterialPassBase
 Inherited_numUsedTextures : uint
MaterialPassBase
 Inherited_numUsedVaryings : uint
MaterialPassBase
 Inherited_numUsedVertexConstants : uint
MaterialPassBase
 Inherited_repeat : Boolean = false
MaterialPassBase
 Inherited_shadedTarget : String = ft0
MaterialPassBase
 Inherited_smooth : Boolean = true
MaterialPassBase
 Inherited_UVSource : String
MaterialPassBase
 Inherited_UVTarget : String
MaterialPassBase
 Inherited_writeDepth : Boolean = true
MaterialPassBase
Public Methods
 MethodDefined By
  
OutlinePass(outlineColor:uint = 0x000000, outlineSize:Number = 20, showInnerLines:Boolean = true, dedicatedMeshes:Boolean = false)
Creates a new OutlinePass object.
OutlinePass
  
Clears the dedicated mesh associated with a Mesh object to free up memory.
OutlinePass
  
dispose():void
[override] Cleans up any resources used by the current object.
OutlinePass
 Inherited
setBlendMode(value:String):void
The blend mode to use when drawing this renderable.
MaterialPassBase
Protected Methods
 MethodDefined By
 Inherited
Implemented by subclasses if the pass uses lights to update the shader.
MaterialPassBase
Property Detail
outlineColorproperty
outlineColor:uint

The colour of the outline.


Implementation
    public function get outlineColor():uint
    public function set outlineColor(value:uint):void
outlineSizeproperty 
outlineSize:Number

The size of the outline.


Implementation
    public function get outlineSize():Number
    public function set outlineSize(value:Number):void
showInnerLinesproperty 
showInnerLines:Boolean

Indicates whether or not strokes should be potentially drawn over the existing model. Set this to true to draw outlines for geometry overlapping in the view, useful to achieve a cel-shaded drawing outline. Setting this to false will only cause the outline to appear around the 2D projection of the geometry.


Implementation
    public function get showInnerLines():Boolean
    public function set showInnerLines(value:Boolean):void
Constructor Detail
OutlinePass()Constructor
public function OutlinePass(outlineColor:uint = 0x000000, outlineSize:Number = 20, showInnerLines:Boolean = true, dedicatedMeshes:Boolean = false)

Creates a new OutlinePass object.

Parameters
outlineColor:uint (default = 0x000000) — The colour of the outline stroke
 
outlineSize:Number (default = 20) — The size of the outline stroke
 
showInnerLines:Boolean (default = true) — Indicates whether or not strokes should be potentially drawn over the existing model.
 
dedicatedMeshes:Boolean (default = false) — Used to stitch holes appearing due to mismatching normals for overlapping vertices. Warning: this will create a new mesh that is incompatible with animations!
Method Detail
activate()method
override arcane function activate(stage3DProxy:Stage3DProxy, camera:Camera3D):void

Parameters

stage3DProxy:Stage3DProxy
 
camera:Camera3D

clearDedicatedMesh()method 
public function clearDedicatedMesh(mesh:Mesh):void

Clears the dedicated mesh associated with a Mesh object to free up memory.

Parameters

mesh:Mesh

deactivate()method 
override arcane function deactivate(stage3DProxy:Stage3DProxy):void

Parameters

stage3DProxy:Stage3DProxy

dispose()method 
override public function dispose():void

Cleans up any resources used by the current object.

getFragmentCode()method 
override arcane function getFragmentCode(animationCode:String):String

Returns the fragment AGAL code for the material.

Parameters

animationCode:String

Returns
String
getVertexCode()method 
override arcane function getVertexCode():String

Returns the vertex AGAL code for the material.

Returns
String
render()method 
override arcane function render(renderable:IRenderable, stage3DProxy:Stage3DProxy, camera:Camera3D, viewProjection:Matrix3D):void

Parameters

renderable:IRenderable
 
stage3DProxy:Stage3DProxy
 
camera:Camera3D
 
viewProjection:Matrix3D