@equinor/videx-3d
    Preparing search index...

    Type Alias SurfaceProps

    SurfaceProps: CommonComponentProps & PointerEvents & {
        color?: string;
        colorRamp?: number;
        contoursColor?: string;
        contoursColorMode?: ContourColorMode;
        contoursColorModeFactor?: number;
        contoursInterval?: number;
        contoursThickness?: number;
        debug?: boolean;
        doubleSide?: boolean;
        maxError?: number;
        meta: SurfaceMeta;
        normalMap?: Texture;
        normalScale?: Vec2;
        opacity?: number;
        precomputeNormals?: boolean;
        priority?: number;
        rampMax?: number;
        rampMin?: number;
        reverseRamp?: boolean;
        showContours?: boolean;
        useColorRamp?: boolean;
        wireframe?: boolean;
    }

    Surface props

    Type Declaration

    • Optionalcolor?: string
    • OptionalcolorRamp?: number
    • OptionalcontoursColor?: string
    • OptionalcontoursColorMode?: ContourColorMode
    • OptionalcontoursColorModeFactor?: number
    • OptionalcontoursInterval?: number
    • OptionalcontoursThickness?: number
    • Optionaldebug?: boolean
    • OptionaldoubleSide?: boolean
    • OptionalmaxError?: number
    • meta: SurfaceMeta
    • OptionalnormalMap?: Texture
    • OptionalnormalScale?: Vec2
    • Optionalopacity?: number
    • OptionalprecomputeNormals?: boolean

      Precompute the surface normals into a compact texture instead of deriving them per-fragment from the elevation map. This skips the normal recompute the shader otherwise repeats across the order-independent transparency passes, at the cost of a little extra texture memory. Defaults to false.

    • Optionalpriority?: number
    • OptionalrampMax?: number
    • OptionalrampMin?: number
    • OptionalreverseRamp?: boolean
    • OptionalshowContours?: boolean
    • OptionaluseColorRamp?: boolean
    • Optionalwireframe?: boolean