Method Overview
Name  Return Type  Summary  Object 

Adds an external renderer to the view. more details  externalRenderers  
Requests the SceneView to use a specific WebGL verson for rendering. more details  externalRenderers  
Number[]Float32Array  Transforms positions from the internal rendering coordinate system to the output spatial reference. more details  externalRenderers  
RenderCamera  Get the render representation of the current camera of a view. more details  externalRenderers  
Removes an external renderer from the view. more details  externalRenderers  
Number[]Float32Array  Computes a 4x4 affine transformation matrix that constitutes a linear coordinate transformation from a local Cartesian coordinate system to the virtual world coordinate system. more details  externalRenderers  
Requests the view to be redrawn. more details  externalRenderers  
Number[]Float32Array  Transforms positions from the given spatial reference to the internal rendering coordinate system. more details  externalRenderers 
Method Details

add(view, renderer)static

Adds an external renderer to the view. The external renderer is defined by an object that contains certain methods and properties, as defined by ExternalRenderer.
Parametersview SceneViewThe view to which to attach the external renderer.
renderer ExternalRendererThe external renderer.

forceWebGLContext(version)static

Requests the SceneView to use a specific WebGL verson for rendering. Call this function before the view is created. By default the SceneView uses WebGL 2 on platforms that support it. We recommend to use WebGL 2 for future implementations.
Parameterversion NumberThe desired context version.

fromRenderCoordinates(view, srcCoordinates, srcStart, destCoordinates, destStart, destSpatialReference, count){Number[]Float32Array}static

Transforms positions from the internal rendering coordinate system to the output spatial reference. The allowable output spatial reference is limited and depends on the viewingMode:
 In
global
mode, it can either be Web Mercator or WGS84.  In
local
mode, it has to match view.spatialReference, and the call to this function simply copies the coordinates fromsrcCoordinates
todestCoordinates
.
If these conditions are not met, nothing is written to
destCoordinates
and the function returnsnull
.Parametersview SceneViewThe view related to the input coordinates.
srcCoordinates Number[]Float32ArrayA linear array of one or more vectors that are interpreted as XYZ coordinates. For example, two position vectors would be represented as
[x1, y1, z1, x2, y2, z2]
. This must contain at leastsrcStart + 3 * count
elements.srcStart NumberAn index in
srcCoordinates
from which the coordinates will start being read.destCoordinates Number[]Float32ArrayA reference to an array in which the results will be written.
destStart NumberAn index in
destCoordinates
in which the coordinates will start to be written.destSpatialReference SpatialReferenceThe spatial reference of the output coordinates. When
null
,view.spatialReference
is used instead.count NumberThe number of vertices to be transformed.
ReturnsType Description Number[]  Float32Array Returns a reference to destCoordinates
if the operation succeeded, otherwise returnsnull
.Examplelet cameraPositionGeographic = new Array(3); externalRenderers.fromRenderCoordinates(view, context.camera.eye, 0, cameraPositionGeographic, 0, SpatialReference.WGS84, 1);
 In


Get the render representation of the current camera of a view. This is the same camera as the one that is passed in the render context for an external renderer.
Parameterview SceneViewThe view from which to get the render camera.
ReturnsType Description RenderCamera Returns a render camera instance.

remove(view, renderer)static

Removes an external renderer from the view.
Parametersview SceneViewThe view from which to remove the external renderer.
renderer ExternalRendererThe external renderer.


Computes a 4x4 affine transformation matrix that constitutes a linear coordinate transformation from a local Cartesian coordinate system to the virtual world coordinate system. For example, this matrix can be used to transform the vertices of a 3D model to the rendering coordinate system.
The local Cartesian system is defined by its origin and the following axis definition:
 X: Easting
 Y: Northing
 Z: Elevation
When view.viewingMode is
global
, a linear transformation does not take the curvature of the globe or other nonlinear projection aspects into account. Thus, the resulting coordinates will only appear correct within a small region around the origin of the local Cartesian system.The allowable spatial reference of
origin
depends on the viewingMode: In
global
mode, it can either be Web Mercator or WGS84.  In
local
mode, it has to match view.spatialReference.
If these conditions are not met, nothing will be written to
dest
and the function will returnnull
.Parametersview SceneViewThe view for which the transformation will be used.
origin Number[]Float32ArrayThe global coordinates of the origin in the local Cartesian coordinate system.
srcSpatialReference SpatialReferenceoptionalThe spatial reference of the origin coordinates. If undefined,
view.spatialReference
is used instead.dest Number[]Float32ArrayoptionalA reference to an array where the 16 matrix elements will be stored. The resulting matrix follows OpenGL conventions where the translation components occupy the 13th, 14th and 15th elements. If undefined, a newly created matrix returned.
ReturnsType Description Number[]  Float32Array Returns a reference to dest
if the operation succeeds, otherwise returnsnull
.Example// places a tetrahedron in New York let verticesLocal = [[10, 10, 10], [10, −10, −10], [−10, 10, −10], [−10, −10, 10]], transformation = new Array(16), geographicCoordinates = [ // lon lat elevation 74, 40.71, 10] externalRenderers.renderCoordinateTransformAt(view, geographicCoordinates, SpatialReference.WGS84, transformation); let verticesGlobal = verticesLocal.map(function(vertexLocal) { // transform the coordinates with the computed transformation (using the synthax of glMatrix, see http://glmatrix.net) return vec3.transformMat4(new Array(3), vertexLocal, transformation); });

requestRender(view)static

Requests the view to be redrawn.
Parameterview SceneViewThe view to which the external renderer is attached.

toRenderCoordinates(view, srcCoordinates, srcStart, srcSpatialReference, destCoordinates, destStart, count){Number[]Float32Array}static

Transforms positions from the given spatial reference to the internal rendering coordinate system. The allowable input spatial reference is limited and depends on the viewingMode:
 In
global
mode, it can either be Web Mercator or WGS84.  In
local
mode, it has to match view.spatialReference; the call to this function simply copies the coordinates fromsrcCoordinates
todestCoordinates
.
If these conditions are not met, nothing is written to
destCoordinates
and the function returnsnull
.Parametersview SceneViewThe view in which the coordinates will be used.
srcCoordinates Number[]Float32ArrayA linear array of one or more vectors which are interpreted as XYZ coordinates. For example, two position vectors would be represented as
[x1, y1, z1, x2, y2, z2]
. This must contain at leastsrcStart + 3 * count
elements.srcStart NumberAn index in
srcCoordinates
from which the coordinates start to be read.srcSpatialReference SpatialReferenceThe spatial reference of the input coordinates. When
null
,view.spatialReference
is used instead.destCoordinates Number[]Float32ArrayA reference to an array where the results will be written.
destStart NumberAn index in
destCoordinates
to which the coordinates will start to be written.count NumberThe number of vertices to be transformed.
ReturnsType Description Number[]  Float32Array Returns a reference to destCoordinates
if the operation succeeds, otherwise returnsnull
.Example// A linear list of coordinate triples let geographicCoordinates = [ // lon lat elevation 117.19, 34.05, 414, 47.39, 8.51, 408]; // Allocate storage for the result let renderCoordinates = new Array(6); externalRenderers.toRenderCoordinates(view, geographicCoordinates, 0, SpatialReference.WGS84, renderCoordinates, 0, 2);
 In
Type Definitions

ColorAndIntensity Object

Tuple of an RGB color value and an intensity value.
 Properties

color Vec3
RGB color with values between 0 and 1.
intensity NumberScalar intensity value by which the color should be scaled for compositing.

ExternalRenderer Object

Defines an external renderer using callbacks and properties.
 Properties

setup RenderContextCallback
Typically called once after adding the external renderer to a view, or whenever the SceneView becomes ready. It may be called again if the ready state cycles, for example when a different Map is assigned to the view. Receives a single parameter of type RenderContext.
render RenderContextCallbackCalled in every frame to execute the state update and draw calls. Receives a single parameter of type RenderContext.
dispose RenderContextCallbackCalled when the external renderer is removed from a view, or when the ready state of the view turns false. Receives a single parameter of type RenderContext.

RenderCamera Object

The camera object passed to renderer callbacks in RenderContext. This is not the same as Camera. All properties are readonly and defined in terms of the internal rendering coordinate system (see the section on coordinate systems at the top of this page).
Vectors (
Vec3
andVec4
) are presented as arrays. Matrices (Mat4
) are presented as linear arrays with 16 elements following the OpenGL conventions where the translation components occupy the 13th, 14th, and 15th elements. Properties

viewMatrix Mat4
A 4x4 matrix that transforms coordinates from world space to camera space.
viewInverseTransposeMatrix Mat4The inverse transpose of
viewMatrix
, used to transform normals from world space to camera space.projectionMatrix Mat4A 4x4 matrix that defines the perspective projection transformation.
eye Vec3The position of the camera in the internal Cartesian rendering coordinate system.
center Vec3The camera target ("look at") position in the internal Cartesian rendering coordinate system.
up Vec3The camera up vector.
near NumberThe distance to the near plane.
far NumberThe distance to the far plane.
fovX NumberThe horizontal field of view.
fovY NumberThe vertical field of view.
pixelRatio NumberThe render pixel ratio. This can be used to adjust screen sizes so that they correctly match up to CSS pixel sizes when rendered in HiDPI.
viewport Vec4The viewport (x, y, width, height).

RenderContext Object

The object passed as a parameter to every call to
setup
andrender
the external renderer. Properties

The WebGL rendering context.
camera RenderCameraThe camera used to render the current frame.
sunLight SunLightThe lighting used by SceneView to render the current frame.
resetWebGLState FunctionA convenience function provided to completely reset the WebGL state after using it.
bindRenderTarget FunctionBinds the color and depth buffers an external renderer is supposed to render into.

RenderContextCallback(context)

Callback to be called with a render context (used in the setup and render phases of the external renderer).
Parametercontext RenderContextoptionalThe render context.

SunLight Object

Describes the lighting used by SceneView, derived from its sun lighting model. It consists of a directional Lambertian (
diffuse
) and a constant (ambient
) term, which should be treated in the sense of the Phong Reflection Model. Properties

direction Vec3
The incident light direction in render coordinates.
diffuse ColorAndIntensityThe diffuse light color and intensity.
ambient ColorAndIntensityThe ambient light color and intensity.