OptionalcolorThe colour shown while the mesh has no colouring. Defaults to the given material's colour (left untouched), or light grey for the default material.
OptionaledgeFragment shading: the width, in the field's distance units, of the blend at each colour step (a range edge to the base colour, the edges of a contact band). 0 (the default) is a hard edge. Ignored by vertex shading. See BoundMesh.setEdgeSoftness.
OptionalmapThe texture to draw the mesh's UVs with: sets the material's map, and
makes the default material's colour white. A material that already has
a map needs no more. Either way the map is on while the mesh has UVs: an
operation that drops them (see docs/uv-channel.md) takes it off rather
than stretch one texel over the surface, and undo puts it back. The
texture stays the caller's to dispose. glTF UVs want texture.flipY = false,
as three's GLTFLoader sets.
OptionalmaterialThe material to draw with. Defaults to a new MeshStandardMaterial, which
BoundMesh.dispose then disposes; a material passed here is used as
given and left to the caller to dispose.
The binding controls the material's color, vertexColors, opacity,
transparent and depthWrite (colouring and BoundMesh.setOpacity
change them), so do not share one material between bound meshes: give
each its own (material.clone()). With shading: "fragment" the
binding calls the material's dispose() when it binds and again when it
is disposed and puts the material back (dropping its compiled program so
it is rebuilt with, then without, the shading); the material stays usable.
OptionalopacityInitial opacity in [0, 1], applied with BoundMesh.setOpacity.
Without it, the default material is opaque and a given material keeps
its opacity, transparent and depthWrite.
OptionalshadingHow a colouring is drawn.
"vertex" (the default): the engine's colours as a vertex attribute,
interpolated across each triangle, so the edge between coloured and
base-coloured vertices blurs over a triangle's width.
"fragment": every fragment is coloured from the interpolated field
value through the colouring's rule (a lookup texture and a shader chunk
added to the material with onBeforeCompile, so WebGLRenderer only).
Range edges and colour steps (a contact heatmap's tolerance band) are
crisp iso-lines of the value, softened with edgeSoftness, and
gradients are smooth per pixel. At a vertex the colour equals its
vertex colour. Far (Infinity) and NaN values never tint their
neighbours. Needs a scene with coloring(mesh) and
views(mesh).values (Scene and WorkerScene have both); on another
host the binding falls back to "vertex" (BoundMesh.shading),
and so does a material three's WebGLRenderer does not build from its
own shader chunks (a node material for WebGPURenderer, say), with a
warning.
The binding patches the material it draws with, so each fragment-shaded
binding needs its own material (material.clone()): binding a material
another live fragment-shaded binding uses throws INVALID_ARGUMENT.
Disposing the binding puts the material back as it was (and disposes
its compiled program, so a later binding recompiles with its own
uniforms).
Options of bindMesh.