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



Public Properties
 PropertyDefined By
 InheritedalphaPremultiplied : Boolean
MaterialPassBase
 InheritedanimationRegisterCache : AnimationRegisterCache
MaterialPassBase
 InheritedanimationSet : IAnimationSet
The animation used to add vertex code to the shader code.
MaterialPassBase
 InheritedbothSides : Boolean
Defines whether or not the material should perform backface culling.
MaterialPassBase
 InheriteddepthCompareMode : String
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]
MaterialPassBase
 InheritednumUsedFragmentConstants : uint
[read-only]
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
OutlinePass
  outlineSize : Number
OutlinePass
 InheritedrenderToTexture : Boolean
[read-only] Specifies whether this pass renders to texture
MaterialPassBase
 Inheritedrepeat : Boolean
Defines whether textures should be tiled.
MaterialPassBase
  showInnerLines : Boolean
OutlinePass
 Inheritedsmooth : Boolean
Defines whether smoothing should be applied to any used textures.
MaterialPassBase
Protected Properties
 PropertyDefined By
 Inherited_alphaPremultiplied : Boolean
MaterialPassBase
 Inherited_animatableAttributes : Vector.<String>
MaterialPassBase
 Inherited_animationSet : IAnimationSet
MaterialPassBase
 Inherited_animationTargetRegisters : Vector.<String>
MaterialPassBase
 Inherited_defaultCulling : String = back
MaterialPassBase
 Inherited_depthCompareMode : String = lessEqual
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
Public Methods
 MethodDefined By
  
OutlinePass(outlineColor:uint = 0x000000, outlineSize:Number = 20, showInnerLines:Boolean = true, dedicatedMeshes:Boolean = false)
OutlinePass
  
Clears mesh.
OutlinePass
  
dispose():void
[override]
OutlinePass
 Inherited
setBlendMode(value:String, force:Boolean = false):void
MaterialPassBase
Protected Methods
 MethodDefined By
 Inherited
MaterialPassBase
Property Detail
outlineColorproperty
outlineColor:uint


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


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


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)

Parameters
outlineColor:uint (default = 0x000000)
 
outlineSize:Number (default = 20)
 
showInnerLines:Boolean (default = true)
 
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.
Method Detail
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

Returns
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