API / geotoolkit3d / scene / MeshColorMapLambertMaterial / MeshColorMapLambertMaterial
scene.MeshColorMapLambertMaterial.MeshColorMapLambertMaterial
A material similar to THREE.MeshLambertMaterial, implements Lambertian reflectance and colormap logic through a texture.
This material requires the associated THREE.BufferGeometry to have a float attribute named upon ShaderUtil.COLORMAPVALUES_ATTRIBUTE_NAME value.
This float value (per vertex) will be used to retrieve a color in the given colorprovider (converted to a colormap texture).
The resulting color will be multiplied by the optional given static color (defaults to white unless explicitly set).
Lighting will be applied to this color using the same algorithm that THREE.LambertMeshMaterial.
If the given colorprovider is null then only the single color will be used (lighting still applies).
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MeshColorMapLambertMaterial
Constructors
Methods
Constructors
• new MeshColorMapLambertMaterial(options?)
| Name | Type |
|---|---|
Optional options | Options |
ColorMapShaderMaterial.constructor
Methods
▸ dispose(): void
void
ColorMapShaderMaterial.dispose
▸ getClassName(): string
string
ColorMapShaderMaterial.getClassName
▸ getOptions(): OptionsBaseOut
Get the MeshColorMapLambertMaterial options.
ColorMapShaderMaterial.getOptions
▸ getOptionsMultiColorMap(): Required<Options>
Required<Options>
ColorMapShaderMaterial.getOptionsMultiColorMap
▸ onBeforeCompile(parameters, renderer): void
| Name | Type |
|---|---|
parameters | WebGLProgramParametersWithUniforms |
renderer | WebGLRenderer |
void
ColorMapShaderMaterial.onBeforeCompile
▸ setOptions(options): MeshColorMapLambertMaterial
Set the MeshColorMapLambertMaterial options.
| Name | Type |
|---|---|
options | OptionsBase |
ColorMapShaderMaterial.setOptions
▸ setOptionsMultiColorMap(options): MeshColorMapLambertMaterial
| Name | Type |
|---|---|
options | Options |
ColorMapShaderMaterial.setOptionsMultiColorMap
▸ Static getClassName(): string
string