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<title>PostProcessStage - Cesium Documentation</title>
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PostProcessStage
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<h4 class="name" id="PostProcessStage">
<a href="#PostProcessStage" class="doc-link"></a>
new Cesium.PostProcessStage<span class="signature">(options)</span>
<div class="source-link rightLinks">
<a href="https://github.com/CesiumGS/cesium/blob/1.67/Source/Scene/PostProcessStage.js#L95">Scene/PostProcessStage.js 95</a>
</div>
</h4>
</div>
<div class="description">
Runs a post-process stage on either the texture rendered by the scene or the output of a previous post-process stage.
</div>
<table class="params">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>options</code></td>
<td class="type">
<span class="param-type">Object</span>
</td>
<td class="description last">
An object with the following properties:
<table class="params">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Default</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>fragmentShader</code></td>
<td class="type">
<span class="param-type">String</span>
</td>
<td class="default">
</td>
<td class="description last">
The fragment shader to use. The default <code>sampler2D</code> uniforms are <code>colorTexture</code> and <code>depthTexture</code>. The color texture is the output of rendering the scene or the previous stage. The depth texture is the output from rendering the scene. The shader should contain one or both uniforms. There is also a <code>vec2</code> varying named <code>v_textureCoordinates</code> that can be used to sample the textures.</td>
</tr>
<tr>
<td class="name"><code>uniforms</code></td>
<td class="type">
<span class="param-type">Object</span>
</td>
<td class="default">
</td>
<td class="description last">
<span class="optional">optional</span>
An object whose properties will be used to set the shaders uniforms. The properties can be constant values or a function. A constant value can also be a URI, data URI, or HTML element to use as a texture.</td>
</tr>
<tr>
<td class="name"><code>textureScale</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="default">
<code class="language-javascript">1.0</code>
</td>
<td class="description last">
<span class="optional">optional</span>
A number in the range (0.0, 1.0] used to scale the texture dimensions. A scale of 1.0 will render this post-process stage to a texture the size of the viewport.</td>
</tr>
<tr>
<td class="name"><code>forcePowerOfTwo</code></td>
<td class="type">
<span class="param-type">Boolean</span>
</td>
<td class="default">
<code class="language-javascript">false</code>
</td>
<td class="description last">
<span class="optional">optional</span>
Whether or not to force the texture dimensions to be both equal powers of two. The power of two will be the next power of two of the minimum of the dimensions.</td>
</tr>
<tr>
<td class="name"><code>sampleMode</code></td>
<td class="type">
<span class="param-type"><a href="PostProcessStageSampleMode.html">PostProcessStageSampleMode</a></span>
</td>
<td class="default">
<code class="language-javascript">PostProcessStageSampleMode.NEAREST</code>
</td>
<td class="description last">
<span class="optional">optional</span>
How to sample the input color texture.</td>
</tr>
<tr>
<td class="name"><code>pixelFormat</code></td>
<td class="type">
<span class="param-type"><a href="PixelFormat.html">PixelFormat</a></span>
</td>
<td class="default">
<code class="language-javascript">PixelFormat.RGBA</code>
</td>
<td class="description last">
<span class="optional">optional</span>
The color pixel format of the output texture.</td>
</tr>
<tr>
<td class="name"><code>pixelDatatype</code></td>
<td class="type">
<span class="param-type">PixelDatatype</span>
</td>
<td class="default">
<code class="language-javascript">PixelDatatype.UNSIGNED_BYTE</code>
</td>
<td class="description last">
<span class="optional">optional</span>
The pixel data type of the output texture.</td>
</tr>
<tr>
<td class="name"><code>clearColor</code></td>
<td class="type">
<span class="param-type"><a href="Color.html">Color</a></span>
</td>
<td class="default">
<code class="language-javascript">Color.BLACK</code>
</td>
<td class="description last">
<span class="optional">optional</span>
The color to clear the output texture to.</td>
</tr>
<tr>
<td class="name"><code>scissorRectangle</code></td>
<td class="type">
<span class="param-type"><a href="BoundingRectangle.html">BoundingRectangle</a></span>
</td>
<td class="default">
</td>
<td class="description last">
<span class="optional">optional</span>
The rectangle to use for the scissor test.</td>
</tr>
<tr>
<td class="name"><code>name</code></td>
<td class="type">
<span class="param-type">String</span>
</td>
<td class="default">
<code class="language-javascript">createGuid()</code>
</td>
<td class="description last">
<span class="optional">optional</span>
The unique name of this post-process stage for reference by other stages in a composite. If a name is not supplied, a GUID will be generated.</td>
</tr>
</tbody>
</table>
</td>
</tr>
</tbody>
</table>
<h5>Throws:</h5>
<ul>
<li>
<div class="param-desc">
<span class="param-type"><a href="DeveloperError.html">DeveloperError</a></span>
: options.textureScale must be greater than 0.0 and less than or equal to 1.0.
</div>
</li>
<li>
<div class="param-desc">
<span class="param-type"><a href="DeveloperError.html">DeveloperError</a></span>
: options.pixelFormat must be a color format.
</div>
</li>
<li>
<div class="param-desc">
<span class="param-type"><a href="DeveloperError.html">DeveloperError</a></span>
: When options.pixelDatatype is FLOAT, this WebGL implementation must support the OES_texture_float extension. Check context.floatingPointTexture.
</div>
</li>
</ul>
<dl class="details">
<h5>Examples:</h5>
<pre><code class="language-javascript">// Simple stage to change the colorvar fs = 'uniform sampler2D colorTexture;\n' + 'varying vec2 v_textureCoordinates;\n' + 'uniform float scale;\n' + 'uniform vec3 offset;\n' + 'void main() {\n' + ' vec4 color = texture2D(colorTexture, v_textureCoordinates);\n' + ' gl_FragColor = vec4(color.rgb * scale + offset, 1.0);\n' + '}\n';scene.postProcessStages.add(new Cesium.PostProcessStage({ fragmentShader : fs, uniforms : { scale : 1.1, offset : function() { return new Cesium.Cartesian3(0.1, 0.2, 0.3); } }}));</code></pre>
<pre><code class="language-javascript">// Simple stage to change the color of what is selected.// If czm_selected returns true, the current fragment belongs to geometry in the selected array.var fs = 'uniform sampler2D colorTexture;\n' + 'varying vec2 v_textureCoordinates;\n' + 'uniform vec4 highlight;\n' + 'void main() {\n' + ' vec4 color = texture2D(colorTexture, v_textureCoordinates);\n' + ' if (czm_selected()) {\n' + ' vec3 highlighted = highlight.a * highlight.rgb + (1.0 - highlight.a) * color.rgb;\n' + ' gl_FragColor = vec4(highlighted, 1.0);\n' + ' } else { \n' + ' gl_FragColor = color;\n' + ' }\n' + '}\n';var stage = scene.postProcessStages.add(new Cesium.PostProcessStage({ fragmentShader : fs, uniforms : { highlight : function() { return new Cesium.Color(1.0, 0.0, 0.0, 0.5); } }}));stage.selected = [cesium3DTileFeature];</code></pre>
<h5>See:</h5>
<ul class="see-list">
<li><a href="PostProcessStageComposite.html">PostProcessStageComposite</a></li>
</ul>
</dl>
</div>
<h3 class="subsection-title">Members</h3>
<div class="nameContainer">
<h4 class="name" id="clearColor">
<a href="#clearColor" class="doc-link"></a>
<span class="type-signature attribute-readonly">readonly</span>clearColor<span class="type-signature"> : <a href="Color.html">Color</a></span>
<div class="source-link rightLinks">
<a href="https://github.com/CesiumGS/cesium/blob/1.67/Source/Scene/PostProcessStage.js#L311">Scene/PostProcessStage.js 311</a>
</div>
</h4>
</div>
<div class="description">
The color to clear the output texture to.
</div>
<dl class="details">
</dl>
<div class="nameContainer">
<h4 class="name" id="enabled">
<a href="#enabled" class="doc-link"></a>
enabled<span class="type-signature"> : Boolean</span>
<div class="source-link rightLinks">
<a href="https://github.com/CesiumGS/cesium/blob/1.67/Source/Scene/PostProcessStage.js#L170">Scene/PostProcessStage.js 170</a>
</div>
</h4>
</div>
<div class="description">
Whether or not to execute this post-process stage when ready.
</div>
<dl class="details">
</dl>
<div class="nameContainer">
<h4 class="name" id="forcePowerOfTwo">
<a href="#forcePowerOfTwo" class="doc-link"></a>
<span class="type-signature attribute-readonly">readonly</span>forcePowerOfTwo<span class="type-signature"> : Number</span>
<div class="source-link rightLinks">
<a href="https://github.com/CesiumGS/cesium/blob/1.67/Source/Scene/PostProcessStage.js#L263">Scene/PostProcessStage.js 263</a>
</div>
</h4>
</div>
<div class="description">
Whether or not to force the output texture dimensions to be both equal powers of two. The power of two will be the next power of two of the minimum of the dimensions.
</div>
<dl class="details">
</dl>
<div class="nameContainer">
<h4 class="name" id="fragmentShader">
<a href="#fragmentShader" class="doc-link"></a>
<span class="type-signature attribute-readonly">readonly</span>fragmentShader<span class="type-signature"> : String</span>
<div class="source-link rightLinks">
<a href="https://github.com/CesiumGS/cesium/blob/1.67/Source/Scene/PostProcessStage.js#L216">Scene/PostProcessStage.js 216</a>
</div>
</h4>
</div>
<div class="description">
The fragment shader to use when execute this post-process stage.<p>The shader must contain a sampler uniform declaration for <code>colorTexture</code>, <code>depthTexture</code>,or both.</p><p>The shader must contain a <code>vec2</code> varying declaration for <code>v_textureCoordinates</code> for samplingthe texture uniforms.</p>
</div>
<dl class="details">
</dl>
<div class="nameContainer">
<h4 class="name" id="name">
<a href="#name" class="doc-link"></a>
<span class="type-signature attribute-readonly">readonly</span>name<span class="type-signature"> : String</span>
<div class="source-link rightLinks">
<a href="https://github.com/CesiumGS/cesium/blob/1.67/Source/Scene/PostProcessStage.js#L196">Scene/PostProcessStage.js 196</a>
</div>
</h4>
</div>
<div class="description">
The unique name of this post-process stage for reference by other stages in a <a href="PostProcessStageComposite.html"><code>PostProcessStageComposite</code></a>.
</div>
<dl class="details">
</dl>
<div class="nameContainer">
<h4 class="name" id="pixelDatatype">
<a href="#pixelDatatype" class="doc-link"></a>
<span class="type-signature attribute-readonly">readonly</span>pixelDatatype<span class="type-signature"> : PixelDatatype</span>
<div class="source-link rightLinks">
<a href="https://github.com/CesiumGS/cesium/blob/1.67/Source/Scene/PostProcessStage.js#L299">Scene/PostProcessStage.js 299</a>
</div>
</h4>
</div>
<div class="description">
The pixel data type of the output texture.
</div>
<dl class="details">
</dl>
<div class="nameContainer">
<h4 class="name" id="pixelFormat">
<a href="#pixelFormat" class="doc-link"></a>
<span class="type-signature attribute-readonly">readonly</span>pixelFormat<span class="type-signature"> : <a href="PixelFormat.html">PixelFormat</a></span>
<div class="source-link rightLinks">
<a href="https://github.com/CesiumGS/cesium/blob/1.67/Source/Scene/PostProcessStage.js#L287">Scene/PostProcessStage.js 287</a>
</div>
</h4>
</div>
<div class="description">
The color pixel format of the output texture.
</div>
<dl class="details">
</dl>
<div class="nameContainer">
<h4 class="name" id="ready">
<a href="#ready" class="doc-link"></a>
<span class="type-signature attribute-readonly">readonly</span>ready<span class="type-signature"> : Boolean</span>
<div class="source-link rightLinks">
<a href="https://github.com/CesiumGS/cesium/blob/1.67/Source/Scene/PostProcessStage.js#L184">Scene/PostProcessStage.js 184</a>
</div>
</h4>
</div>
<div class="description">
Determines if this post-process stage is ready to be executed. A stage is only executed when both <code>ready</code>and <a href="PostProcessStage.html#enabled"><code>PostProcessStage#enabled</code></a> are <code>true</code>. A stage will not be ready while it is waiting on texturesto load.
</div>
<dl class="details">
</dl>
<div class="nameContainer">
<h4 class="name" id="sampleMode">
<a href="#sampleMode" class="doc-link"></a>
<span class="type-signature attribute-readonly">readonly</span>sampleMode<span class="type-signature"> : <a href="PostProcessStageSampleMode.html">PostProcessStageSampleMode</a></span>
<div class="source-link rightLinks">
<a href="https://github.com/CesiumGS/cesium/blob/1.67/Source/Scene/PostProcessStage.js#L275">Scene/PostProcessStage.js 275</a>
</div>
</h4>
</div>
<div class="description">
How to sample the input color texture.
</div>
<dl class="details">
</dl>
<div class="nameContainer">
<h4 class="name" id="scissorRectangle">
<a href="#scissorRectangle" class="doc-link"></a>
<span class="type-signature attribute-readonly">readonly</span>scissorRectangle<span class="type-signature"> : <a href="BoundingRectangle.html">BoundingRectangle</a></span>
<div class="source-link rightLinks">
<a href="https://github.com/CesiumGS/cesium/blob/1.67/Source/Scene/PostProcessStage.js#L323">Scene/PostProcessStage.js 323</a>
</div>
</h4>
</div>
<div class="description">
The <a href="BoundingRectangle.html"><code>BoundingRectangle</code></a> to use for the scissor test. A default bounding rectangle will disable the scissor test.
</div>
<dl class="details">
</dl>
<div class="nameContainer">
<h4 class="name" id="selected">
<a href="#selected" class="doc-link"></a>
selected<span class="type-signature"> : Array</span>
<div class="source-link rightLinks">
<a href="https://github.com/CesiumGS/cesium/blob/1.67/Source/Scene/PostProcessStage.js#L364">Scene/PostProcessStage.js 364</a>
</div>
</h4>
</div>
<div class="description">
The features selected for applying the post-process.<p>In the fragment shader, use <code>czm_selected</code> to determine whether or not to apply the post-processstage to that fragment. For example:<code>if (czm_selected(v_textureCoordinates)) { // apply post-process stage} else { gl_FragColor = texture2D(colorTexture, v_textureCordinates);}</code></p>
</div>
<dl class="details">
</dl>
<div class="nameContainer">
<h4 class="name" id="textureScale">
<a href="#textureScale" class="doc-link"></a>
<span class="type-signature attribute-readonly">readonly</span>textureScale<span class="type-signature"> : Number</span>
<div class="source-link rightLinks">
<a href="https://github.com/CesiumGS/cesium/blob/1.67/Source/Scene/PostProcessStage.js#L251">Scene/PostProcessStage.js 251</a>
</div>
</h4>
</div>
<div class="description">
A number in the range (0.0, 1.0] used to scale the output texture dimensions. A scale of 1.0 will render this post-process stage to a texture the size of the viewport.
</div>
<dl class="details">
</dl>
<div class="nameContainer">
<h4 class="name" id="uniforms">
<a href="#uniforms" class="doc-link"></a>
<span class="type-signature attribute-readonly">readonly</span>uniforms<span class="type-signature"> : Object</span>
<div class="source-link rightLinks">
<a href="https://github.com/CesiumGS/cesium/blob/1.67/Source/Scene/PostProcessStage.js#L239">Scene/PostProcessStage.js 239</a>
</div>
</h4>
</div>
<div class="description">
An object whose properties are used to set the uniforms of the fragment shader.<p>The object property values can be either a constant or a function. The function will be calledeach frame before the post-process stage is executed.</p><p>A constant value can also be a URI to an image, a data URI, or an HTML element that can be used as a texture, such as HTMLImageElement or HTMLCanvasElement.</p><p>If this post-process stage is part of a <a href="PostProcessStageComposite.html"><code>PostProcessStageComposite</code></a> that does not execute in series, the constant value can also bethe name of another stage in a composite. This will set the uniform to the output texture the stage with that name.</p>
</div>
<dl class="details">
</dl>
<h3 class="subsection-title">Methods</h3>
<div class="nameContainer">
<h4 class="name" id="destroy">
<a href="#destroy" class="doc-link"></a>
destroy<span class="signature">()</span>
<div class="source-link rightLinks">
<a href="https://github.com/CesiumGS/cesium/blob/1.67/Source/Scene/PostProcessStage.js#L938">Scene/PostProcessStage.js 938</a>
</div>
</h4>
</div>
<div class="description">
Destroys the WebGL resources held by this object. Destroying an object allows for deterministicrelease of WebGL resources, instead of relying on the garbage collector to destroy this object.<p>Once an object is destroyed, it should not be used; calling any function other than<code>isDestroyed</code> will result in a <a href="DeveloperError.html"><code>DeveloperError</code></a> exception. Therefore,assign the return value (<code>undefined</code>) to the object as done in the example.</p>
</div>
<h5>Throws:</h5>
<ul>
<li>
<div class="param-desc">
<span class="param-type"><a href="DeveloperError.html">DeveloperError</a></span>
: This object was destroyed, i.e., destroy() was called.
</div>
</li>
</ul>
<dl class="details">
<h5>See:</h5>
<ul class="see-list">
<li><a href="PostProcessStage.html#isDestroyed">PostProcessStage#isDestroyed</a></li>
</ul>
</dl>
<div class="nameContainer">
<h4 class="name" id="isDestroyed">
<a href="#isDestroyed" class="doc-link"></a>
isDestroyed<span class="signature">()</span> → <span class="type-signature returnType">Boolean</span>
<div class="source-link rightLinks">
<a href="https://github.com/CesiumGS/cesium/blob/1.67/Source/Scene/PostProcessStage.js#L921">Scene/PostProcessStage.js 921</a>
</div>
</h4>
</div>
<div class="description">
Returns true if this object was destroyed; otherwise, false.<p>If this object was destroyed, it should not be used; calling any function other than<code>isDestroyed</code> will result in a <a href="DeveloperError.html"><code>DeveloperError</code></a> exception.</p>
</div>
<h5>Returns:</h5>
<div class="param-desc">
<code>true</code> if this object was destroyed; otherwise, <code>false</code>.
</div>
<dl class="details">
<h5>See:</h5>
<ul class="see-list">
<li><a href="PostProcessStage.html#destroy">PostProcessStage#destroy</a></li>
</ul>
</dl>
</article>
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href="Cesium3DTileColorBlendMode.html">Cesium3DTileColorBlendMode</a></li><li data-name="Cesium3DTileContent"><a href="Cesium3DTileContent.html">Cesium3DTileContent</a></li><li data-name="Cesium3DTileFeature"><a href="Cesium3DTileFeature.html">Cesium3DTileFeature</a></li><li data-name="Cesium3DTilePointFeature"><a href="Cesium3DTilePointFeature.html">Cesium3DTilePointFeature</a></li><li data-name="Cesium3DTileset"><a href="Cesium3DTileset.html">Cesium3DTileset</a></li><li data-name="Cesium3DTilesetGraphics"><a href="Cesium3DTilesetGraphics.html">Cesium3DTilesetGraphics</a></li><li data-name="Cesium3DTilesetVisualizer"><a href="Cesium3DTilesetVisualizer.html">Cesium3DTilesetVisualizer</a></li><li data-name="Cesium3DTilesInspector"><a href="Cesium3DTilesInspector.html">Cesium3DTilesInspector</a></li><li data-name="Cesium3DTilesInspectorViewModel"><a href="Cesium3DTilesInspectorViewModel.html">Cesium3DTilesInspectorViewModel</a></li><li data-name="Cesium3DTileStyle"><a href="Cesium3DTileStyle.html">Cesium3DTileStyle</a></li><li data-name="CesiumInspector"><a href="CesiumInspector.html">CesiumInspector</a></li><li data-name="CesiumInspectorViewModel"><a href="CesiumInspectorViewModel.html">CesiumInspectorViewModel</a></li><li data-name="CesiumTerrainProvider"><a href="CesiumTerrainProvider.html">CesiumTerrainProvider</a></li><li data-name="CesiumWidget"><a href="CesiumWidget.html">CesiumWidget</a></li><li data-name="CheckerboardMaterialProperty"><a href="CheckerboardMaterialProperty.html">CheckerboardMaterialProperty</a></li><li data-name="CircleEmitter"><a href="CircleEmitter.html">CircleEmitter</a></li><li data-name="CircleGeometry"><a href="CircleGeometry.html">CircleGeometry</a></li><li data-name="CircleOutlineGeometry"><a href="CircleOutlineGeometry.html">CircleOutlineGeometry</a></li><li data-name="ClassificationPrimitive"><a href="ClassificationPrimitive.html">ClassificationPrimitive</a></li><li data-name="ClassificationType"><a href="ClassificationType.html">ClassificationType</a></li><li data-name="ClippingPlane"><a href="ClippingPlane.html">ClippingPlane</a></li><li data-name="ClippingPlaneCollection"><a href="ClippingPlaneCollection.html">ClippingPlaneCollection</a></li><li data-name="Clock"><a href="Clock.html">Clock</a></li><li data-name="ClockRange"><a href="ClockRange.html">ClockRange</a></li><li data-name="ClockStep"><a href="ClockStep.html">ClockStep</a></li><li data-name="ClockViewModel"><a href="ClockViewModel.html">ClockViewModel</a></li><li data-name="clone"><a href="clone.html">clone</a></li><li data-name="Color"><a href="Color.html">Color</a></li><li data-name="ColorBlendMode"><a href="ColorBlendMode.html">ColorBlendMode</a></li><li data-name="ColorGeometryInstanceAttribute"><a href="ColorGeometryInstanceAttribute.html">ColorGeometryInstanceAttribute</a></li><li data-name="ColorMaterialProperty"><a href="ColorMaterialProperty.html">ColorMaterialProperty</a></li><li data-name="combine"><a 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href="ConstantPositionProperty.html">ConstantPositionProperty</a></li><li data-name="ConstantProperty"><a href="ConstantProperty.html">ConstantProperty</a></li><li data-name="CoplanarPolygonGeometry"><a href="CoplanarPolygonGeometry.html">CoplanarPolygonGeometry</a></li><li data-name="CoplanarPolygonOutlineGeometry"><a href="CoplanarPolygonOutlineGeometry.html">CoplanarPolygonOutlineGeometry</a></li><li data-name="CornerType"><a href="CornerType.html">CornerType</a></li><li data-name="CorridorGeometry"><a href="CorridorGeometry.html">CorridorGeometry</a></li><li data-name="CorridorGeometryUpdater"><a href="CorridorGeometryUpdater.html">CorridorGeometryUpdater</a></li><li data-name="CorridorGraphics"><a href="CorridorGraphics.html">CorridorGraphics</a></li><li data-name="CorridorOutlineGeometry"><a href="CorridorOutlineGeometry.html">CorridorOutlineGeometry</a></li><li data-name="createCommand"><a href="createCommand.html">createCommand</a></li><li data-name="createGuid"><a 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href="EllipsoidGeometryUpdater.html">EllipsoidGeometryUpdater</a></li><li data-name="EllipsoidGraphics"><a href="EllipsoidGraphics.html">EllipsoidGraphics</a></li><li data-name="EllipsoidOutlineGeometry"><a href="EllipsoidOutlineGeometry.html">EllipsoidOutlineGeometry</a></li><li data-name="EllipsoidRhumbLine"><a href="EllipsoidRhumbLine.html">EllipsoidRhumbLine</a></li><li data-name="EllipsoidSurfaceAppearance"><a href="EllipsoidSurfaceAppearance.html">EllipsoidSurfaceAppearance</a></li><li data-name="EllipsoidTangentPlane"><a href="EllipsoidTangentPlane.html">EllipsoidTangentPlane</a></li><li data-name="EllipsoidTerrainProvider"><a href="EllipsoidTerrainProvider.html">EllipsoidTerrainProvider</a></li><li data-name="Entity"><a href="Entity.html">Entity</a></li><li data-name="EntityCluster"><a href="EntityCluster.html">EntityCluster</a></li><li data-name="EntityCollection"><a href="EntityCollection.html">EntityCollection</a></li><li data-name="EntityView"><a href="EntityView.html">EntityView</a></li><li data-name="Event"><a href="Event.html">Event</a></li><li data-name="EventHelper"><a href="EventHelper.html">EventHelper</a></li><li data-name="exportKml"><a href="exportKml.html">exportKml</a></li><li data-name="Expression"><a href="Expression.html">Expression</a></li><li data-name="ExtrapolationType"><a href="ExtrapolationType.html">ExtrapolationType</a></li><li data-name="FeatureDetection"><a href="FeatureDetection.html">FeatureDetection</a></li><li data-name="Fog"><a href="Fog.html">Fog</a></li><li data-name="formatError"><a href="formatError.html">formatError</a></li><li data-name="FrameRateMonitor"><a href="FrameRateMonitor.html">FrameRateMonitor</a></li><li data-name="FrustumGeometry"><a href="FrustumGeometry.html">FrustumGeometry</a></li><li data-name="FrustumOutlineGeometry"><a href="FrustumOutlineGeometry.html">FrustumOutlineGeometry</a></li><li data-name="Fullscreen"><a href="Fullscreen.html">Fullscreen</a></li><li 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data-name="GeometryAttributes"><a href="GeometryAttributes.html">GeometryAttributes</a></li><li data-name="GeometryInstance"><a href="GeometryInstance.html">GeometryInstance</a></li><li data-name="GeometryInstanceAttribute"><a href="GeometryInstanceAttribute.html">GeometryInstanceAttribute</a></li><li data-name="GeometryPipeline"><a href="GeometryPipeline.html">GeometryPipeline</a></li><li data-name="GeometryUpdater"><a href="GeometryUpdater.html">GeometryUpdater</a></li><li data-name="GeometryVisualizer"><a href="GeometryVisualizer.html">GeometryVisualizer</a></li><li data-name="getAbsoluteUri"><a href="getAbsoluteUri.html">getAbsoluteUri</a></li><li data-name="getBaseUri"><a href="getBaseUri.html">getBaseUri</a></li><li data-name="getExtensionFromUri"><a href="getExtensionFromUri.html">getExtensionFromUri</a></li><li data-name="GetFeatureInfoFormat"><a href="GetFeatureInfoFormat.html">GetFeatureInfoFormat</a></li><li data-name="getFilenameFromUri"><a 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