It’s not meant to be used directly, but rather the already existing implementations which work just like regular three.js materials but offer relative to eye rendering support.Documentation Index
Fetch the complete documentation index at: https://docs.speckle.systems/llms.txt
Use this file to discover all available pages before exploring further.
- SpeckleStandardMaterial
- SpeckleBasicMaterial
- SpeckleLineMaterial
- SpecklePointMaterial
- SpeckleTextMaterial
Accessors
baseUniforms
ShaderLib.standard.uniforms.
Returns: An object containing the uniforms
fragmentProgram
pointSize
stencilOutline
uniformsDef
_Uniforms_ which is an alias for Record<string, any>
vertexProgram
Methods
fastCopy
Typedefs
DisplayStyle
- id: The id of the style object
- color: The color of the line
- lineWeigth: The thickness of the line in world units
- optional opacity: The opacity of the line
FilterMaterial
- filterType: FilterMaterialType
- optional rampIndex: The index of the color in the ramp texture. Applies only for FilterMaterialType.COLORED and FilterMaterialType.GRADIENT
- optional rampIndexColor: The actual color from the ramp texture. Applies only for FilterMaterialType.COLORED and FilterMaterialType.GRADIENT
- optional rampTexture: The ramp texture. Applies only for FilterMaterialType.COLORED and FilterMaterialType.GRADIENT
FilterMaterialType
MaterialOptions
- optional stencilOutlines: StencilOutlineType. Only applies to meshes
- optional pointSize: The point size for point materials. Only applies to points
- optional depthWrite: Whether the material should write to depth
RenderMaterial
- id: The id if the render material
- color: Color as a int32
- opacity: Opacity
- roughness: Roughness
- metalness: Metalness
- vertexColors: Whether the material reads vertex colors
StencilOutlineType
- NONE: No outlines
- OVERLAY: Outline on top of object
- OUTLINE_ONLY: Outline only, rest of the object is not visible