![]() ![]() Entities are at the level of abstraction appropriate for mapping apps geometries and appearances have a level of abstraction closer to a traditional 3D engine. Using geometries and appearances directly requires more code and a deeper understanding of graphics. #All cone shapes geometry fullAppearances make it easy to: - Write full GLSL vertex and fragment shaders. Low-level access - Appearances provide close-to-the-metal access to rendering without having to worry about all the details of using the Renderer directly.We can add new geometries that are compatible with many different appearances and vice-versa. By decoupling them, we can modify each independently. Flexibility - Primitives combine geometry and appearance.Combining primitives is done on a web worker to keep the UI responsive. Performance - When drawing a large number of static primitives (such as polygon for each zip code in the United States), using geometries directly allows us to combine them into a single geometry to reduce CPU overhead and better utilize the GPU.The benefits of using geometries and appearances are: An appearance defines the primitive’s shading, including its full GLSL vertex and fragment shaders, and render state. A geometry defines the primitive’s structure, i.e., the triangles, lines, or points that compose the primitive. In this tutorial, we go under the hood and look at the Geometry and Appearancetypes that form them. ![]()
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