The fourth member of the visual-material family, and the first one that shades.
Structurally simpler than its three siblings — no element texture, no
sorted-index slot — because a mesh needs none of the instanced-quad machinery:
its size is its geometry, so there is nothing to project a sprite extent for
and no per-element storage to index into.
It is a CameraAwareMaterial, but for only half of the contract's reason. The
fov/resolution half is genuinely inapplicable (there is no screen-space size to
recompute), so both are ignored; what mesh does need is the projection mode and
the near-cull distance, because the shared perspectiveNearFade applies to a
surface exactly as it does to a sprite — a triangle that clipped hard against the
near plane while every other type faded would be the only popping geometry in the
scene (#1431).
It does implement ColormapAwareMaterial, which mesh needs in full: scalars +
colormap is a first-class authoring path for a surface (curvature, thickness,
expression level painted on an isosurface).
Mesh material (GLSL3 /
THREE.ShaderMaterial).The fourth member of the visual-material family, and the first one that shades. Structurally simpler than its three siblings — no element texture, no sorted-index slot — because a mesh needs none of the instanced-quad machinery: its size is its geometry, so there is nothing to project a sprite extent for and no per-element storage to index into.
It is a
CameraAwareMaterial, but for only half of the contract's reason. The fov/resolution half is genuinely inapplicable (there is no screen-space size to recompute), so both are ignored; what mesh does need is the projection mode and the near-cull distance, because the sharedperspectiveNearFadeapplies to a surface exactly as it does to a sprite — a triangle that clipped hard against the near plane while every other type faded would be the only popping geometry in the scene (#1431).It does implement
ColormapAwareMaterial, which mesh needs in full:scalars+colormapis a first-class authoring path for a surface (curvature, thickness, expression level painted on an isosurface).