Package | away3d.materials.passes |
Class | public class OutlinePass |
Inheritance | OutlinePass MaterialPassBase flash.events.EventDispatcher |
Property | Defined By | ||
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alphaPremultiplied : Boolean | MaterialPassBase | ||
animationRegisterCache : AnimationRegisterCache | MaterialPassBase | ||
animationSet : IAnimationSet
The animation used to add vertex code to the shader code. | MaterialPassBase | ||
bothSides : Boolean
Defines whether or not the material should perform backface culling. | MaterialPassBase | ||
depthCompareMode : String | 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] | MaterialPassBase | ||
numUsedFragmentConstants : uint [read-only] | 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 | OutlinePass | ||
outlineSize : Number | OutlinePass | ||
renderToTexture : Boolean [read-only]
Specifies whether this pass renders to texture
| MaterialPassBase | ||
repeat : Boolean
Defines whether textures should be tiled. | MaterialPassBase | ||
showInnerLines : Boolean | OutlinePass | ||
smooth : Boolean
Defines whether smoothing should be applied to any used textures. | MaterialPassBase |
Method | Defined By | ||
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OutlinePass(outlineColor:uint = 0x000000, outlineSize:Number = 20, showInnerLines:Boolean = true, dedicatedMeshes:Boolean = false) | OutlinePass | ||
clearDedicatedMesh(mesh:Mesh):void
Clears mesh. | OutlinePass | ||
dispose():void [override] | OutlinePass | ||
setBlendMode(value:String, force:Boolean = false):void | MaterialPassBase |
outlineColor | property |
outlineColor:uint
public function get outlineColor():uint
public function set outlineColor(value:uint):void
outlineSize | property |
outlineSize:Number
public function get outlineSize():Number
public function set outlineSize(value:Number):void
showInnerLines | property |
showInnerLines:Boolean
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)
Parameters
outlineColor:uint (default = 0x000000 )
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outlineSize:Number (default = 20 )
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showInnerLines:Boolean (default = true )
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dedicatedMeshes:Boolean (default = false ) — Create a Mesh specifically for the outlines. This is only useful if the outlines of the existing mesh appear fragmented due to discontinuities in the normals.
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activate | () | method |
override arcane function activate(stage3DProxy:Stage3DProxy, camera:Camera3D, textureRatioX:Number, textureRatioY:Number):void
Parameters
stage3DProxy:Stage3DProxy | |
camera:Camera3D | |
textureRatioX:Number | |
textureRatioY:Number |
clearDedicatedMesh | () | method |
public function clearDedicatedMesh(mesh:Mesh):void
Clears mesh. TODO: have Object3D broadcast dispose event, so this can be handled automatically?
Parameters
mesh:Mesh |
deactivate | () | method |
override arcane function deactivate(stage3DProxy:Stage3DProxy):void
Parameters
stage3DProxy:Stage3DProxy |
dispose | () | method |
override public function dispose():void
getFragmentCode | () | method |
override arcane function getFragmentCode(animationCode:String):String
Parameters
animationCode:String |
String |
getVertexCode | () | method |
override arcane function getVertexCode():String
Returns
String |
render | () | method |
override arcane function render(renderable:IRenderable, stage3DProxy:Stage3DProxy, camera:Camera3D):void
Parameters
renderable:IRenderable | |
stage3DProxy:Stage3DProxy | |
camera:Camera3D |