Properties
dynamic
dynamic: boolean = true
fragmentShader
fragmentShader: string = "CylinderImpostor.frag"
geometry
geometry: BufferGeometry = new BufferGeometry()
group
group: Group = new Group()
index
index: Uint32Array | Uint16Array
indexVersion
indexVersion: number = 0
isImpostor
isImpostor: boolean = true
isLine
isLine: boolean = false
isPoint
isPoint: boolean = false
isSurface
isSurface: boolean = false
isText
isText: boolean = false
material
material: ShaderMaterial
parameterTypes
parameterTypes: { openEnded: object } & { matrix: {}; background: object; clipCenter: object; clipNear: object; clipRadius: object; depthWrite: object; diffuse: object; diffuseInterior: object; flatShaded: object; interiorColor: object; interiorDarkening: object; metalness: object; opacity: object; opaqueBack: object; roughness: object; side: object; useInteriorColor: object; wireframe: object } = CylinderImpostorBufferParameterTypes
pickingGroup
pickingGroup: Group = new Group()
pickingMaterial
pickingMaterial: ShaderMaterial
vertexShader
vertexShader: string = "CylinderImpostor.vert"
visible
visible: boolean = true
Optional wireframeGeometry
wireframeGeometry: BufferGeometry
wireframeGroup
wireframeGroup: Group = new Group()
Optional wireframeIndex
wireframeIndex: Uint32Array | Uint16Array
wireframeIndexCount
wireframeIndexCount: number = 0
wireframeIndexVersion
wireframeIndexVersion: number = -1
wireframeMaterial
wireframeMaterial: ShaderMaterial
Cylinder impostor buffer.
var cylinderimpostorBuffer = new CylinderImpostorBuffer({ position1: new Float32Array([ 0, 0, 0 ]), position2: new Float32Array([ 1, 1, 1 ]), color: new Float32Array([ 1, 0, 0 ]), color2: new Float32Array([ 0, 1, 0 ]), radius: new Float32Array([ 1 ]) });