True if this SceneTechnique has been destroyed.
ReadonlyidID, unique within the parent !scene.SceneModel | SceneModel's
techniques registry.
Pixel thickness for line meshes carrying this technique.
0 means "fall back to the View's
linesMaterial.lineWidth"; any positive value overrides
that fallback per-technique. The thick-line draw technique
reads this value into the per-mesh attribute table at GPU
upload, then consumes it in the vertex shader's
quad-expansion step.
ReadonlymodeWhether this technique replaces the default draw path or adds an extra pass on top of it. See SceneTechniqueMode.
ReadonlymodelThe SceneModel that owns this technique.
The count of SceneMeshes that reference
this SceneTechnique. Maintained by SceneModel.createMesh /
SceneModel._destroyMesh. Used by destroy to refuse
destruction while at least one mesh still references the
technique (same guard as SceneMaterial.destroy).
ReadonlytypeDiscriminator string identifying the technique family. The renderer's variant selection maps this to a DrawTechnique.
ReadonlyuniqueGlobally-unique ID — the concatenation of the parent
SceneModel's id and this technique's id, separated by
"__". Mirrors the same convention used by SceneGeometry,
SceneMaterial, etc.
Whether lineWidth is interpreted in screen space
(constant pixel thickness regardless of depth) or
perspective space (the line thickness diminishes with
distance like any other geometry). Default "screen".
Mechanically, "screen" makes the vertex shader cancel
the perspective divide for the quad-expansion offset, so
a 3-pixel line stays 3 pixels wide at the far plane.
"perspective" lets the perspective divide do its normal
thing — lineWidth then reads as "pixels at the near
plane" and falls off with depth.
Destroys this SceneTechnique.
Refuses to destroy while at least one !scene.SceneMesh | SceneMesh in the SceneModel still references this technique. Reassign those meshes (or destroy them) first.
Thick-line draw path — quad-expands every line in the vertex shader to user-controlled pixel thickness, with smoothstep antialiasing across the line's cross-axis. Renders at any thickness on every WebGL2 backend, including ANGLE on Windows which clamps
gl.LINESto a single pixel.Substitutive: a mesh with this technique attached renders through the thick-line shader instead of the default hardware-line path.
See
SceneTechnique