TerrainMaterial

Hierarchy

  • PushMaterial
    • TerrainMaterial

Implements

Index

Constructors

constructor

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Properties

allowShaderHotSwapping

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allowShaderHotSwapping: boolean

Gets or sets a boolean indicating that the material is allowed to do shader hot swapping. This means that the material can keep using a previous shader while a new one is being compiled. This is mostly used when shader parallel compilation is supported (true by default)

alpha

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alpha: number

Gets the alpha value of the material

alphaMode

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alphaMode: number

Gets the value of the alpha mode

animations

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animations: Nullable<Array<Animation>>

Stores the animations for the material

backFaceCulling

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backFaceCulling: boolean

Gets the back-face culling state

bumpTexture1

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bumpTexture1: Texture

bumpTexture2

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bumpTexture2: Texture

bumpTexture3

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bumpTexture3: Texture

checkReadyOnEveryCall

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checkReadyOnEveryCall: boolean

Specifies if the ready state should be checked on each call

checkReadyOnlyOnce

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checkReadyOnlyOnce: boolean

Specifies if the ready state should be checked once

diffuseColor

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diffuseColor: Color3

diffuseTexture1

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diffuseTexture1: Texture

diffuseTexture2

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diffuseTexture2: Texture

diffuseTexture3

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diffuseTexture3: Texture

disableDepthWrite

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disableDepthWrite: boolean

Specifies if depth writing should be disabled

disableLighting

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disableLighting: boolean

doNotSerialize

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doNotSerialize: boolean

Specifies if the material should be serialized

fillMode

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fillMode: number

Sets the material fill mode

fogEnabled

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fogEnabled: boolean

Gets the value of the fog enabled state

forceDepthWrite

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forceDepthWrite: boolean

Specifies if depth writing should be forced

getRenderTargetTextures

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getRenderTargetTextures: Nullable<function>

Callback triggered to get the render target textures

hasRenderTargetTextures

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hasRenderTargetTextures: boolean

Gets a boolean indicating that current material needs to register RTT

id

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id: string

The ID of the material

inspectableCustomProperties

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inspectableCustomProperties: IInspectable[]

List of inspectable custom properties (used by the Inspector)

see

https://doc.babylonjs.com/how_to/debug_layer#extensibility

isFrozen

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isFrozen: boolean

Specifies if updates for the material been locked

maxSimultaneousLights

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maxSimultaneousLights: number

metadata

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metadata: any

Gets or sets user defined metadata

mixTexture

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mixTexture: BaseTexture

name

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name: string

The name of the material

needDepthPrePass

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needDepthPrePass: boolean

Gets the depth pre-pass value

onBind

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onBind: function

Called during a bind event

Type declaration

onBindObservable

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onBindObservable: Observable<AbstractMesh>

An event triggered when the material is bound

onCompiled

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onCompiled: Nullable<function>

Callback triggered when the material is compiled

onDispose

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onDispose: function

Called during a dispose event

Type declaration

    • (): void
    • Returns void

onDisposeObservable

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onDisposeObservable: Observable<Material>

An event triggered when the material is disposed

onError

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onError: Nullable<function>

Callback triggered when an error occurs

onUnBindObservable

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onUnBindObservable: Observable<Material>

An event triggered when the material is unbound

pointSize

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pointSize: number

Stores the size of points

pointsCloud

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pointsCloud: boolean

Sets the state of point cloud mode

reservedDataStore

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reservedDataStore: any

For internal use only. Please do not use.

separateCullingPass

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separateCullingPass: boolean

Specifies if there should be a separate pass for culling

sideOrientation

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sideOrientation: number

Stores the value for side orientation

specularColor

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specularColor: Color3

specularPower

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specularPower: number

state

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state: string

The state of the material

uniqueId

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uniqueId: number

Gets or sets the unique id of the material

wireframe

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wireframe: boolean

Sets the state of wireframe mode

zOffset

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zOffset: number

Stores the z offset value

Static AllDirtyFlag

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AllDirtyFlag: number

The all dirty flag value

Static AttributesDirtyFlag

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AttributesDirtyFlag: number

The dirty attribute flag value

Static ClockWiseSideOrientation

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ClockWiseSideOrientation: number

Stores the clock-wise side orientation

Static CounterClockWiseSideOrientation

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CounterClockWiseSideOrientation: number

Stores the counter clock-wise side orientation

Static FresnelDirtyFlag

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FresnelDirtyFlag: number

The dirty fresnel flag value

Static LightDirtyFlag

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LightDirtyFlag: number

The dirty light flag value

Static LineListDrawMode

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LineListDrawMode: number

Returns the line list draw mode

Static LineLoopDrawMode

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LineLoopDrawMode: number

Returns the line loop draw mode

Static LineStripDrawMode

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LineStripDrawMode: number

Returns the line strip draw mode

Static MiscDirtyFlag

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MiscDirtyFlag: number

The dirty misc flag value

Static PointFillMode

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PointFillMode: number

Returns the point fill mode

Static PointListDrawMode

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PointListDrawMode: number

Returns the point list draw mode

Static TextureDirtyFlag

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TextureDirtyFlag: number

The dirty texture flag value

Static TriangleFanDrawMode

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TriangleFanDrawMode: number

Returns the triangle fan draw mode

Static TriangleFillMode

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TriangleFillMode: number

Returns the triangle fill mode

Static TriangleStripDrawMode

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TriangleStripDrawMode: number

Returns the triangle strip draw mode

Static WireFrameFillMode

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WireFrameFillMode: number

Returns the wireframe mode

Methods

bind

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  • Parameters

    Returns void

bindForSubMesh

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bindOnlyNormalMatrix

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  • bindOnlyNormalMatrix(normalMatrix: Matrix): void
  • Binds the given normal matrix to the active effect

    Parameters

    • normalMatrix: Matrix

      the matrix to bind

    Returns void

bindOnlyWorldMatrix

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  • bindOnlyWorldMatrix(world: Matrix): void
  • Binds the given world matrix to the active effect

    Parameters

    • world: Matrix

      the matrix to bind

    Returns void

bindSceneUniformBuffer

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  • Binds the scene's uniform buffer to the effect.

    Parameters

    • effect: Effect

      defines the effect to bind to the scene uniform buffer

    • sceneUbo: UniformBuffer

      defines the uniform buffer storing scene data

    Returns void

bindView

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  • bindView(effect: Effect): void
  • Binds the view matrix to the effect

    Parameters

    • effect: Effect

      defines the effect to bind the view matrix to

    Returns void

bindViewProjection

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  • bindViewProjection(effect: Effect): void
  • Binds the view projection matrix to the effect

    Parameters

    • effect: Effect

      defines the effect to bind the view projection matrix to

    Returns void

clone

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dispose

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  • dispose(forceDisposeEffect?: boolean): void
  • Parameters

    • Optional forceDisposeEffect: boolean

    Returns void

forceCompilation

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  • forceCompilation(mesh: AbstractMesh, onCompiled?: function, options?: Partial<object>): void
  • Force shader compilation

    Parameters

    • mesh: AbstractMesh

      defines the mesh associated with this material

    • Optional onCompiled: function

      defines a function to execute once the material is compiled

    • Optional options: Partial<object>

      defines the options to configure the compilation

    Returns void

forceCompilationAsync

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  • forceCompilationAsync(mesh: AbstractMesh, options?: Partial<object>): Promise<void>
  • Force shader compilation

    Parameters

    • mesh: AbstractMesh

      defines the mesh that will use this material

    • Optional options: Partial<object>

      defines additional options for compiling the shaders

    Returns Promise<void>

    a promise that resolves when the compilation completes

freeze

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  • freeze(): void
  • Locks updates for the material

    Returns void

getActiveTextures

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getAlphaTestTexture

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getAnimatables

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getBindedMeshes

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getClassName

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  • getClassName(): string

getEffect

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getScene

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hasTexture

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isReady

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  • isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean
  • Parameters

    • Optional mesh: AbstractMesh
    • Optional useInstances: boolean

    Returns boolean

isReadyForSubMesh

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markAsDirty

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  • markAsDirty(flag: number): void
  • Marks a define in the material to indicate that it needs to be re-computed

    Parameters

    • flag: number

      defines a flag used to determine which parts of the material have to be marked as dirty

    Returns void

markDirty

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  • markDirty(): void
  • Marks the material to indicate that it needs to be re-calculated

    Returns void

needAlphaBlending

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  • needAlphaBlending(): boolean

needAlphaBlendingForMesh

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  • Specifies if the mesh will require alpha blending

    Parameters

    Returns boolean

    a boolean specifying if alpha blending is needed for the mesh

needAlphaTesting

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  • needAlphaTesting(): boolean

serialize

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  • serialize(): any

toString

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  • toString(fullDetails?: boolean): string
  • Returns a string representation of the current material

    Parameters

    • Optional fullDetails: boolean

      defines a boolean indicating which levels of logging is desired

    Returns string

    a string with material information

unbind

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  • unbind(): void
  • Unbinds the material from the mesh

    Returns void

unfreeze

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  • unfreeze(): void
  • Unlocks updates for the material

    Returns void

Static Parse

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