| Package | away3d.materials.passes |
| Class | public class OutlinePass |
| Inheritance | OutlinePass MaterialPassBase flash.events.EventDispatcher |
| Property | Defined By | ||
|---|---|---|---|
![]() | 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 | |
![]() | 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) | OutlinePass | ||
clearDedicatedMesh(mesh:Mesh):void
Clears mesh. | OutlinePass | ||
dispose():void [override] | OutlinePass | ||
![]() | setBlendMode(value:String):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) | |
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.
|
| activate | () | method |
override arcane function activate(stage3DProxy:Stage3DProxy, camera:Camera3D):void
Parameters
stage3DProxy:Stage3DProxy | |
camera:Camera3D |
| clearDedicatedMesh | () | method |
public function clearDedicatedMesh(mesh:Mesh):voidClears mesh. TODO: have Object3D broadcast dispose event, so this can be handled automatically?
Parameters
mesh:Mesh |
| deactivate | () | method |
override arcane function deactivate(stage3DProxy:Stage3DProxy):voidParameters
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():StringReturns
String |
| render | () | method |
override arcane function render(renderable:IRenderable, stage3DProxy:Stage3DProxy, camera:Camera3D, viewProjection:Matrix3D):voidParameters
renderable:IRenderable | |
stage3DProxy:Stage3DProxy | |
camera:Camera3D | |
viewProjection:Matrix3D |