Package | away3d.materials.passes |
Class | public class OutlinePass |
Inheritance | OutlinePass MaterialPassBase flash.events.EventDispatcher |
See also
Property | Defined By | ||
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alphaPremultiplied : Boolean
Indicates whether visible textures (or other pixels) used by this material have
already been premultiplied. | MaterialPassBase | ||
animationRegisterCache : AnimationRegisterCache | MaterialPassBase | ||
animationSet : IAnimationSet
Returns the animation data set adding animations to the material. | MaterialPassBase | ||
bothSides : Boolean
Defines whether or not the material should perform backface culling. | MaterialPassBase | ||
depthCompareMode : String
The depth compare mode used to render the renderables using this material. | MaterialPassBase | ||
material : MaterialBase
The material to which this pass belongs. | MaterialPassBase | ||
mipmap : Boolean
Defines whether any used textures should use mipmapping. | MaterialPassBase | ||
needFragmentAnimation : Boolean [read-only] | MaterialPassBase | ||
needUVAnimation : Boolean [read-only]
Indicates whether the pass requires any UV animatin code. | MaterialPassBase | ||
numUsedFragmentConstants : uint [read-only]
The amount of used fragment constants in the fragment code. | MaterialPassBase | ||
numUsedStreams : uint [read-only]
The amount of used vertex streams in the vertex code. | MaterialPassBase | ||
numUsedVaryings : uint [read-only] | MaterialPassBase | ||
numUsedVertexConstants : 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 | ||
renderToTexture : Boolean [read-only]
Specifies whether this pass renders to texture
| MaterialPassBase | ||
repeat : Boolean
Defines whether textures should be tiled. | MaterialPassBase | ||
showInnerLines : Boolean
Indicates whether or not strokes should be potentially drawn over the existing model. | OutlinePass | ||
smooth : Boolean
Defines whether smoothing should be applied to any used textures. | MaterialPassBase | ||
writeDepth : Boolean
Indicate whether this pass should write to the depth buffer or not. | MaterialPassBase |
Method | Defined By | ||
---|---|---|---|
OutlinePass(outlineColor:uint = 0x000000, outlineSize:Number = 20, showInnerLines:Boolean = true, dedicatedMeshes:Boolean = false)
Creates a new OutlinePass object. | OutlinePass | ||
clearDedicatedMesh(mesh:Mesh):void
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 | ||
setBlendMode(value:String):void
The blend mode to use when drawing this renderable. | MaterialPassBase |
outlineColor | property |
outlineColor:uint
The colour of the outline.
public function get outlineColor():uint
public function set outlineColor(value:uint):void
outlineSize | property |
outlineSize:Number
The size of the outline.
public function get outlineSize():Number
public function set outlineSize(value:Number):void
showInnerLines | property |
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.
public function get showInnerLines():Boolean
public function set showInnerLines(value:Boolean):void
OutlinePass | () | Constructor |
public function OutlinePass(outlineColor:uint = 0x000000, outlineSize:Number = 20, showInnerLines:Boolean = true, dedicatedMeshes:Boolean = false)
Creates a new OutlinePass object.
ParametersoutlineColor: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!
|
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 |
String |
getVertexCode | () | method |
override arcane function getVertexCode():String
Returns the vertex AGAL code for the material.
ReturnsString |
render | () | method |
override arcane function render(renderable:IRenderable, stage3DProxy:Stage3DProxy, camera:Camera3D, viewProjection:Matrix3D):void
Parameters
renderable:IRenderable | |
stage3DProxy:Stage3DProxy | |
camera:Camera3D | |
viewProjection:Matrix3D |