-
-
The current background color
-
-
The near distance (x
) and the far distance (y
) of the frustum defined by the camera.
This is the individual frustum used for multi-frustum rendering.
-
-
The high bits of the camera position.
-
-
The low bits of the camera position.
-
-
The near distance (x
) and the far distance (y
) of the frustum defined by the camera.
This is the largest possible frustum, not an individual frustum used for multi-frustum rendering.
-
-
The the height (
x
) and the height squared (
y
)
in meters of the camera above the 2D world plane. This uniform is only valid
when the
SceneMode
equal to
SCENE2D
.
-
-
A scalar used to mix a color with the fog color based on the distance to the camera.
-
-
-
-
The distances to the frustum planes. The top, bottom, left and right distances are
the x, y, z, and w components, respectively.
-
-
-
imagerySplitPosition : Number
-
-
-
-
-
-
-
-
-
The inverse of the 3D model-view matrix. In 3D mode, this is equivalent to
UniformState#inverseModelView
.
In 2D and Columbus View, however, it is a synthetic matrix based on the equivalent position of the camera in the 3D world.
-
inverseModelViewProjection : Matrix4
-
-
-
An inverse 3x3 normal transformation matrix that transforms normal vectors in model coordinates
to eye coordinates.
-
-
An inverse 3x3 normal transformation matrix that transforms normal vectors in eye coordinates
to 3D model coordinates. In 3D mode, this is identical to
UniformState#inverseNormal
, but in 2D and Columbus View it represents the normal transformation
matrix as if the camera were at an equivalent location in 3D mode.
-
-
-
-
-
-
the 4x4 inverse-view matrix that transforms from eye to 3D world coordinates. In 3D mode, this is
identical to
UniformState#inverseView
, but in 2D and Columbus View it is a synthetic matrix
based on the equivalent position of the camera in the 3D world.
-
-
-
-
-
-
-
minimumDisableDepthTestDistance : Number
-
The distance from the camera at which to disable the depth test of billboards, labels and points
to, for example, prevent clipping against terrain. When set to zero, the depth test should always
be applied. When less than zero, the depth test should never be applied.
-
-
-
-
-
-
The 3D model-view matrix. In 3D mode, this is equivalent to
UniformState#modelView
. In 2D and
Columbus View, however, it is a synthetic matrix based on the equivalent position of the camera in the 3D world.
-
modelViewInfiniteProjection : Matrix4
-
-
-
-
modelViewProjectionRelativeToEye : Matrix4
-
Model-view-projection relative to eye matrix.
-
-
Model-view relative to eye matrix.
-
-
A normalized vector to the moon in eye coordinates at the current scene time. In 3D mode, this
returns the actual vector from the camera position to the moon position. In 2D and Columbus View, it returns
the vector from the equivalent 3D camera position to the position of the moon in the 3D scene.
-
-
A 3x3 normal transformation matrix that transforms normal vectors in model coordinates to
eye coordinates.
-
-
A 3x3 normal transformation matrix that transforms normal vectors in 3D model
coordinates to eye coordinates. In 3D mode, this is identical to
UniformState#normal
, but in 2D and Columbus View it represents the normal transformation
matrix as if the camera were at an equivalent location in 3D mode.
-
-
-
-
-
-
Gets the scaling factor for transforming from the canvas
pixel space to canvas coordinate space.
-
-
A normalized vector to the sun in eye coordinates at the current scene time. In 3D mode, this
returns the actual vector from the camera position to the sun position. In 2D and Columbus View, it returns
the vector from the equivalent 3D camera position to the position of the sun in the 3D scene.
-
-
A normalized vector to the sun in 3D world coordinates at the current scene time. Even in 2D or
Columbus View mode, this returns the position of the sun in the 3D scene.
-
-
The sun position in 2D world coordinates at the current scene time.
-
-
The sun position in 3D world coordinates at the current scene time.
-
-
A 3x3 matrix that transforms from True Equator Mean Equinox (TEME) axes to the
pseudo-fixed axes at the Scene's current time.
-
-
-
-
The 3D view matrix. In 3D mode, this is identical to
UniformState#view
,
but in 2D and Columbus View it is a synthetic matrix based on the equivalent position
of the camera in the 3D world.
-
-
-
-
-
-
-
-